myclan
King
- Joined
- Feb 26, 2008
- Messages
- 671
Always expecting a stronger city in the late game, which means high pop and high output(mainly production, but usually including gold, science, culture, faith...), even if you know you are going to win, and that may be the original joy of "Just one more turn".
And here are some behaviour:
1.Do your best to grow cities until hitting the cap of housing, do your best to increase housing by building farm/neighbourhood even adopting special policy.
2.Build entertainment district just to satisfy your pop, try to trade for luxury resource just because don't want to see any unsatisfied. Be happy if your pop are happy.
3.Want turn based output instead of one-time output. So seldom chopping or harvesting, unless must build a district/wonder/mine on it.
4.Prefer to build a dstrict on desert/tundra rather than grassland/plain, seldom build on a hill. To maximum the usage of the tile around for you know flat desert can't provide anything.
5.Spend gold to buy a tile even in late game just to meet the demand of 5, or for the adjacency bouns, or just a high yield tile to enhance your cities ouput.
Sadly all behaviour above seem to be not efficient at all, for the cost rise so much in the later game, and you actually don't need to build so much if just want to achieve a win, which means one-time yield is far more important than turn-based yield. It seems really hard time for immersive victory player in Civ6 compared to previous CIV.
And here are some behaviour:
1.Do your best to grow cities until hitting the cap of housing, do your best to increase housing by building farm/neighbourhood even adopting special policy.
2.Build entertainment district just to satisfy your pop, try to trade for luxury resource just because don't want to see any unsatisfied. Be happy if your pop are happy.
3.Want turn based output instead of one-time output. So seldom chopping or harvesting, unless must build a district/wonder/mine on it.
4.Prefer to build a dstrict on desert/tundra rather than grassland/plain, seldom build on a hill. To maximum the usage of the tile around for you know flat desert can't provide anything.
5.Spend gold to buy a tile even in late game just to meet the demand of 5, or for the adjacency bouns, or just a high yield tile to enhance your cities ouput.
Sadly all behaviour above seem to be not efficient at all, for the cost rise so much in the later game, and you actually don't need to build so much if just want to achieve a win, which means one-time yield is far more important than turn-based yield. It seems really hard time for immersive victory player in Civ6 compared to previous CIV.