[GS] Future Update?

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How about a sewer brings both housing and an amenity?
Do people move to cities because they have nice sewers?
My premise is that housing demand grows when there is an influx of people that can afford housing (at least up to modern days). The poor were never really housed nor really added to the science/culture of a city. So it is only the employed.
To me a district would bring housing with it rather than be restricted by it and that mechanic is too deep in the system to be changed in this version.
I also appreciate often you can come up with what you believe is right and everyone disagrees so am OK with it not being so.
But based on the above the only way sewers would bring housing is with the engineers, architects and maintainers of sewers. You can argue that is +1.
As a city grows in civ, it needs more amenities, some of this can be said to be down to sewers.
All just some nice meanderings in my head.
 
I think PS4 and Xbox One announcement is last big thing for Civ6 ... there will be no more expansions od DLC'c ... porting game to PS4 and Xbox probably took all the time they had in last year for Civ6 development, and if they want another expansions I dont belive they even started working on one until now. So it would take end of 2020 for that expansions to be finished, and then probably one or two patches ... it is simply too long
 
I think PS4 and Xbox One announcement is last big thing for Civ6 ... there will be no more expansions od DLC'c ... porting game to PS4 and Xbox probably took all the time they had in last year for Civ6 development, and if they want another expansions I dont belive they even started working on one until now. So it would take end of 2020 for that expansions to be finished, and then probably one or two patches ... it is simply too long
It's highly unlikely that the Firaxis development team has been spending a significant amount of time on this port. The Linux, Mac, iPhone, and Switch ports have all been handled by another company; it's highly unlikely this port is being handled in house.

But whether the Firaxis designers and developers have been working on a third expansion, smaller DLC, a spin-off, or Civ VII (or several of those) is still anyone's guess. They are working on something besides this port, I'm certain of that.
 
I think PS4 and Xbox One announcement is last big thing for Civ6 ... there will be no more expansions od DLC'c ... porting game to PS4 and Xbox probably took all the time they had in last year for Civ6 development, and if they want another expansions I dont belive they even started working on one until now. So it would take end of 2020 for that expansions to be finished, and then probably one or two patches ... it is simply too long

Aspyr handles the ports, not Firaxis.
 
To me a district would bring housing with it rather than be restricted by it and that mechanic is too deep in the system to be changed in this version.

Districts do bring housing via policy cards, although I appreciate isn't exactly what you're saying / driving at.
 
To me a district would bring housing with it rather than be restricted by it and that mechanic is too deep in the system to be changed in this version.
Unless, of course, hypothetical XP3 included health mechanics. Which it should.
 
Housing already incorporates health aspects (and PLEASE no more mechanincs like that). Housing is the ability to support a population as it stands.

Yeah, housing to me is not physical housing, but a sort of mix of "what is the largest population that can reasonably be supported in the city", including both physical space, health, and the like. And Sewers being only a puny +2 just feels wrong. I feel sewers should be perhaps the one tech/building that is almost a necessity for high pop. Like, I would rather see them be something which should effectively let you double the pop of your cities when you place it. So having it give something like +1 housing per 2 pop and +1 amenity per 4 pop in a city would effectively double the default limits, and would truly let you grow large modern cities. Of course, would probably let cities grow too much as well, so I'd want to see a bunch of other changes for large cities to balance that (even if it were something like adding districts was not linear, so that for example your first district was pop 1 in a city, 2nd at 3, 3rd at 6, 4th at 10, 5th at 15, 6th at 21, etc... so you need to grow much larger to max out districts)
 
Yeah, housing to me is not physical housing, but a sort of mix of "what is the largest population that can reasonably be supported in the city", including both physical space, health, and the like. And Sewers being only a puny +2 just feels wrong. I feel sewers should be perhaps the one tech/building that is almost a necessity for high pop. Like, I would rather see them be something which should effectively let you double the pop of your cities when you place it. So having it give something like +1 housing per 2 pop and +1 amenity per 4 pop in a city would effectively double the default limits, and would truly let you grow large modern cities. Of course, would probably let cities grow too much as well, so I'd want to see a bunch of other changes for large cities to balance that (even if it were something like adding districts was not linear, so that for example your first district was pop 1 in a city, 2nd at 3, 3rd at 6, 4th at 10, 5th at 15, 6th at 21, etc... so you need to grow much larger to max out districts)
The city size number is not linear in regard to population. I think it's more of a hyperbolic function (although maybe somebody more familiar with math lingo can correct me). So a size 10 city doesn't have twice the population of a size 5 city, it's much larger than that. I don't know the specific numbers involved, but a city increasing a size or 2 might actually be equivalent to doubling the population.

That being said, I agree with your definition of Housing in the game and I think Sewers should give both Housing and Amenities. Having a working sewerage system allows cities to maintain a larger, healthier population and makes that population much happier too.
 
I feel like the whole thing is backwards in general - you don't have enough housing/food/amenities you don't grow, versus the babies come regardless and if you don't have enough housing/food/amenities you get riots. The later would be a different style of game though (more sim, less God game ish strategy).
 
Unless, of course, hypothetical XP3 included health mechanics. Which it should.
Indeed, as factor in a People layer (divided by Class & Ethnicity concepts/mechanisms) which should also be added.

I think they should add depths to some old abstract concepts in this game (eg Loyalty, Housing, Civics) to make Civ great again - a 4X game which objective is to "build an empire to stand the test of time".
 
Are any of the asks in this thread meant to be grounded in any way? If not, here are my main asks:

1. I want to have hover units, like those from Beyond Earth (and/or the Airships from Empires of Smoky Skies).

2. I want less constraints on building Canals and the Panama Canal. They're fun and helpful for unblocking navies from being locked to one sea region, but they're so difficult to place. At minimum I'd like to at least build Canals on hill tiles or tiles with sea cliffs, and would be fine with an increased production cost to represent the difficulty if need be. The dream would be to just remove the dumb restrictions and let Canals be placed anywhere instead of having to be one and done.

3. I want to have more natural wonders that can give benefits to units moved next to them. I want the natural wonders benefits to show up on the unit status card as well, if possible. I love seeing Matterhorn, Giant's Causeway and Lysefjord for example, and I prioritize capturing them when I can.

4. I want the promotion UI to be improved. For example, each promotion having a unique symbol instead of a generic badge, and that symbol showing up in the tree and on the unit's status card would go a long way towards filtering out different units. Even just putting numbers or characters matching each promotion within a promotion tree would help with differentiation.

In particular, apostles having random promotions means that they may each individually cover different use cases. I need to sort out which ones I use for theological combat, which ones I suicide with, which ones I want to start conversion with, and which ones I want to end conversion with, etc. Having to click on each apostle and mousing over each promotion in their unit card is a pain in the ass, and it's easy to lose track of which specific apostle did what.

5. I want Aerodromes to be better. One idea I posted in the singular ideas thread was to at least include them in the beneficial districts for Corporate Libertarianism.

6. I want air unit control to be better. One idea I posted in the singular ideas thread is that air fighters on patrol shouldn't go dim if they can still do an air attack.

7. I would definitely appreciate some additional bonuses for Aqueducts and Sewers.
 
Sewers should do more, before industrial era sanitation most deaths were from disease and filth.

Encampments and Aerodomes should be integrated into one, having to build both is annoying.
 
Aerodromes probably exist for historical accuracy, since military bases don't necessarily have air fields, and vice versa. But from a functional design perspective, yes I wouldn't mind seeing Aerodromes getting deprecated, with Aerodrome buildings getting moved into Encampments and Encampments getting some base air capacity when Flight is researched.
 
Do people move to cities because they have nice sewers?
If they didn't have flushable toilets in the first place, maybe that's a good reason for them to give housing. It makes sense in my mind at least historically in the Industrial and Modern Era where people were becoming more urbanized. But for that same reason flushable toilets should be an amenity as well.

Encampments and Aerodomes should be integrated into one, having to build both is annoying.
I would give the Aerodrome another non military based building like an International terminal instead and let it focus on tourism.
 
If they didn't have flushable toilets in the first place, maybe that's a good reason for them to give housing. It makes sense in my mind at least historically in the Industrial and Modern Era where people were becoming more urbanized.
..
Though in Civ6 there are no urbanization. Districts will from the beginning be specialized and scattered all over the region instead of being connected to City Center - there's nothing going on there, city-wise.
 
Though in Civ6 there are no urbanization. Districts will from the beginning be specialized and scattered all over the region instead of being connected to City Center - there's nothing going on there, city-wise.
There is a little. There's the policy card that grants you more money when replacing a farm with a neighborhood.

Not all countries use flushable toilets. Stick to using sewers, it’s safer.
In the Civ 6 world it seems they all do. Well the ones that don't get wiped out early and make it to the future era at least.
 
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