Thanks a lot for your detailed guide! Excellent work!
There is no depency between Housing and Amenities, so I don't understand how the number of Amenities can affect the (theorectical) maximum Housing of a City.
Yeah, not sure what I thought I was referring to in that post, but you are correct. Both housing and amenities can affect population growth, but the two do not affect each other.
It all started with a comment I saw from @elitetroops where he was thinking he may not bother with granary and aqueducts as they take time to create. Just farm the land up to get housing via workers and you get to the early teens for your cities which is normally enough.
I did this last night and it worked fine.. a 225 turn peaceful cultural deity victory.
Culture does not need huge cities but I believe elitetroops at the time was discussing science victories. City size is certainly not required for domination and the amenity punishments for higher population mean more entertainment. So Granary + Aqueduct + Entertainment = a few more science and culture but at the cost of a lot of production time.
Just a suggestion that a couple of sentences under the heading "what happens if you do not build granaries and aqueducts... and neighborhoods" may enhance the guides view of being balanced.
I will start a thread to see what others say
Just a suggestion, feel free to ignore.
But is it worth wasting worker points for spamming farms, considering that worker cost also scale the more you build them, and those farms may stay unused (for example if you focus on production), when granary has a fixed cost. I see the farm that won't be used and is build to get 0.5 housing as much bigger waste in production time then granary.
I can see the case somewhat for aqueducts for cities which already have water, since return of investment is not that great (unlike baths which are awesome).
A new factor for housing is the Australian bonus for coastal cities.
You don't include the Hanging Gardens, +2 housing in the city is built, in the list of wonders that provide housing.
I was interested in how hanging gardens interacts with the housing limit. For instance is it more or less effective with reduced growth?
Is the reduction additive or multiplicative?
Hanging Gardens got the +2 Housing in the Summer 2017 update.
This version of the Housing Guide is only accurate for the as-released vanilla game, and does not reflect the effects of any of the updates/patches.
Any plans to update this guide?
What is the effect of housing limits on the anount of food harvested from resource? What I mean is assume 100 food harvested, would the % reduction apply to this 100 food before adding to the stocked food count and adding population?
The growth limit (i.e. 50% and 75%) is also applied to the food harvested from a tile
I am new to Civ6 and grateful for this helpful guide.
@AlanH11 have a look here https://forums.civfanatics.com/resources/categories/civ6-general-reference-guides.153/
I will check out all those guides, although housing was causing me some (or a lot of) confusion in my first couple of games - played as Victoria of England.
I abandoned the first game when a spy stole my gold, so I need to read up on spying.
I need to write up a guide on spying, some of the in-game statistics they quotye are hugely misleading - See this post
The trouble is I have not all the answers on spying and so do not feel a guide worthy but if at all confused anboput anything PM me or ask in a relevant thread, glad to answer anything I can
I remember - fondly - the spies and diplomats in Civ2, where you could control their movements, and perform subversive actions as you go. They could be game-changers.
If you do write one, I'll certainly read it.
Separate names with a comma.