In the the other hand, if you manage to treat your cities well and healthy, you are going to have a big benefit over a country that doesnt do so well on those aspects.Era score is my main reason to build neighbourhoods I guess...
As for plague, does the game really need another mechanic to punish tall play? I dunno if 6 is the right Civ for that mechanic... I'm hoping for something else.
Better reason is that a spy who is busy recruiting rebels is a spy who doesn't neutralize my govs.Era score is my main reason to build neighbourhoods I guess...
Which is why my suggested Police Station building would help solve the problem.I stopped building Neighborhoods because AI always make rebels out of it. Such a distraction.
I don't necessarily see that as a way to punish only tall players. Depending on the situation a disease could probably spread even faster over a wide civilization.Era score is my main reason to build neighbourhoods I guess...
As for plague, does the game really need another mechanic to punish tall play? I dunno if 6 is the right Civ for that mechanic... I'm hoping for something else.
Better reason is that a spy who is busy recruiting rebels is a spy who doesn't neutralize my govs.
And removing govs is 1000 times more annoying than spamming rebels. Which can do nice addendum to your military, with proper apostle... and even if not, rarely live more than for 1-2 turns.
I wonder if anybody could disagree with this, and if yes, why.
I don't necessarily see that as a way to punish only tall players. Depending on the situation a disease could probably spread even faster over a wide civilization
In the the other hand, if you manage to treat your cities well and healthy, you are going to have a big benefit over a country that doesnt do so well on those aspects
Fair. There are probably ways to implement it which don't punish tall players. But in the ancient world diseases were what kept cities growing too large, thematically I'd assume hitting large cities would be the default.
Public School is a serious missed opportunity, I agree. They need more neighborhood buildings and to allow each neighborhood to pick one, not just "oh you get one and the rest of your neighborhoods get houses and angry partisans!"I'm still a proponent of giving neighborhoods a T2 (or 3, if balance requires it) building that incentivizes large cities. By the Industrial Era, the need for more housing is low as most cities will already have built the districts they need to build. If they added Neighborhood buildings that rewarded large populations then the housing Neighborhoods offer would carry more valuable. I'm thinking along the lines of +.5 Science per population from a Public School, +.5 Culture from a Movie Theater, etc.
Cable channel: less war weariness; if none, some amenities.Anything I missed?
Public School is a serious missed opportunity, I agree. They need more neighborhood buildings and to allow each neighborhood to pick one, not just "oh you get one and the rest of your neighborhoods get houses and angry partisans!"
Edit: Compiling some suggestions and thoughts here
-Public school: extra science per population in the city
-Movie theater: extra culture per population in the city
-Police station: prevents rebel spawn, adds a bit of loyalty
-Military recruiter: extra production towards military units
-Workers Union: extra production towards districts, buildings
-Local Chapel: extra faith per population
Anything I missed?
Almost yes, but not quite.almost like some sort of housing mechanic.
Underground Bunker: Prevent loss of population from nukes and storms.Public School is a serious missed opportunity, I agree. They need more neighborhood buildings and to allow each neighborhood to pick one, not just "oh you get one and the rest of your neighborhoods get houses and angry partisans!"
Edit: Compiling some suggestions and thoughts here
-Public school: extra science per population in the city
-Movie theater: extra culture per population in the city
-Police station: prevents rebel spawn, adds a bit of loyalty
-Military recruiter: extra production towards military units
-Workers Union: extra production towards districts, buildings
-Local Chapel: extra faith per population
Anything I missed?
Public School is a serious missed opportunity, I agree. They need more neighborhood buildings and to allow each neighborhood to pick one, not just "oh you get one and the rest of your neighborhoods get houses and angry partisans!"
Edit: Compiling some suggestions and thoughts here
-Public school: extra science per population in the city
-Movie theater: extra culture per population in the city
-Police station: prevents rebel spawn, adds a bit of loyalty
-Military recruiter: extra production towards military units
-Workers Union: extra production towards districts, buildings
-Local Chapel: extra faith per population
Edit 2: Adding 2 more options
-Cable Channel: reduced war weariness and extra amenities if no WW
-Underground bunker: protects population from loss by nukes/storms
Anything I missed?
Another week down with no official updates. I can't hide my disappointment. We're into February, when most of us were expecting something to be RELEASED, much less announced.
In the the other hand, if you manage to treat your cities well and healthy, you are going to have a big benefit over a country that doesnt do so well on those aspects.
hey we're not into February yet, haha
Building an Apothecary and bringing Plague Doctors into the base game can help before you reach the Industrial Era at least.The Plague Problem is that they are the Map-Wide Hurricanes of History. Before Sanitation and Germ Theory you have no real recourse except to Survive, and the effects can be absolutely devastating and seemingly random: the Antonine Plague wiped out up to 1/3 of the population in parts of the Roman Empire, the Plague of Justinian up to 40% of Europe and western Asia - between them, they reduced the manpower available to the Roman and Byzantine Empires by up to 30%. Try playing that: