Dojichan
Chieftain
- Joined
- Oct 13, 2016
- Messages
- 2
The strategy of going wide in Civ V had issues for three reasons: because of the fact that every new city weakened your original cities(because of happiness), because civics only buffed your first 4 cities, and because costs of civics/science went up per city. Thus having exactly 4 cities was very strong.
In civ VI there are three things affected by going wide. 1)Appeal-Each source of luxury only helps 4 cities. The devs have said that there is a built in system that divides the luxury across your civ such that the overall appeal in each city is the same. This can be observed in fithyrobot's game when he is quickly going through his cities(he doesn't notice but you can by watching as the cities hit the every three pop). So if you have cities at -1,-1,-1,-1,0 overall appeal and get a new luxury then you will get 0,0,0,0,0 after it adjusts(devs say that it takes one turn). In other words, the largest cities get the appeal. Also appeal from population doesn't stop dropping until pop 3. 2)Builder-Every new builder will cost more than the previous builder 3)District-Every district that has been built will increase the cost of that specific district(not others). Devs and watching games confirm this. You can build a holy site in one city and a commercial in another for example. The cost only goes up when you build a holy site in a second.
I have not found any other effects in either dev interviews or Let's Play.(let me know if I missed one)
Proof that going wide is always better: Example empire: You have N amount of cities(where N is what you think is the best) My goal is to show you that having N+1 cities is always better.
Let's add another city. Let us not improve this city or build districts. Let us cap the population at 2. The appeal of this city will be 1 without luxuries.(not enough population to drop it). Because appeal is optimized across all cities, this means that luxuries will go to your N cities any time they drop below 1 appeal. You have not built any builders or districts so it will not hurt your N cities. It sucks as a city but it does have 2 pop so you do get some extra production,gold,science etc. Thus it is strictly better to have this city.
By induction it is better to have N amazing cities and then as many lv 2 cities as you can get. Yes there is a small cost of a settler from your N cities. But after you have expanded exactly one more time...you can use only the lv 2 cities to build settlers and then it will have 0 effect on your original N cities.
Now after your first N cities have used as many builders as they can...you can build new builders in lv 2 cities with no disadvantage. Now after your first N cities have all the districts they want(or after they have all built a holy site for example) you can build districts(or a holy site specifically) with no disadvantage. Now after you have increased their appeal through something besides luxuries(entertainment district, buildings, or religion) you can let them grow to whatever the next cutoff point is for your cities. (+2 pop per other source of appeal)
Thus making your lv 2(or more) cities become better and better as you get into late game.
TLDNR: an unlimited amount of unimproved 2 pop cities will boost your civ in all situations. Eventually those cities will become even better.
In civ VI there are three things affected by going wide. 1)Appeal-Each source of luxury only helps 4 cities. The devs have said that there is a built in system that divides the luxury across your civ such that the overall appeal in each city is the same. This can be observed in fithyrobot's game when he is quickly going through his cities(he doesn't notice but you can by watching as the cities hit the every three pop). So if you have cities at -1,-1,-1,-1,0 overall appeal and get a new luxury then you will get 0,0,0,0,0 after it adjusts(devs say that it takes one turn). In other words, the largest cities get the appeal. Also appeal from population doesn't stop dropping until pop 3. 2)Builder-Every new builder will cost more than the previous builder 3)District-Every district that has been built will increase the cost of that specific district(not others). Devs and watching games confirm this. You can build a holy site in one city and a commercial in another for example. The cost only goes up when you build a holy site in a second.
I have not found any other effects in either dev interviews or Let's Play.(let me know if I missed one)
Proof that going wide is always better: Example empire: You have N amount of cities(where N is what you think is the best) My goal is to show you that having N+1 cities is always better.
Let's add another city. Let us not improve this city or build districts. Let us cap the population at 2. The appeal of this city will be 1 without luxuries.(not enough population to drop it). Because appeal is optimized across all cities, this means that luxuries will go to your N cities any time they drop below 1 appeal. You have not built any builders or districts so it will not hurt your N cities. It sucks as a city but it does have 2 pop so you do get some extra production,gold,science etc. Thus it is strictly better to have this city.
By induction it is better to have N amazing cities and then as many lv 2 cities as you can get. Yes there is a small cost of a settler from your N cities. But after you have expanded exactly one more time...you can use only the lv 2 cities to build settlers and then it will have 0 effect on your original N cities.
Now after your first N cities have used as many builders as they can...you can build new builders in lv 2 cities with no disadvantage. Now after your first N cities have all the districts they want(or after they have all built a holy site for example) you can build districts(or a holy site specifically) with no disadvantage. Now after you have increased their appeal through something besides luxuries(entertainment district, buildings, or religion) you can let them grow to whatever the next cutoff point is for your cities. (+2 pop per other source of appeal)
Thus making your lv 2(or more) cities become better and better as you get into late game.
TLDNR: an unlimited amount of unimproved 2 pop cities will boost your civ in all situations. Eventually those cities will become even better.