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Is it possible that Civ VI will allow fishing boats to be built like farms?

What is the best explanation for the clustered fish boats in the Japan reveal?

  • Japan got lucky

    Votes: 26 41.3%
  • Sea resources are more abundant in Civ VI than in Civ V

    Votes: 18 28.6%
  • Fishing boats can now be built on empty water tiles

    Votes: 19 30.2%

  • Total voters
    63
  • Poll closed .

Homusubi

Lafcadio Hearn Wannabe
Joined
Dec 21, 2012
Messages
1,035
To counter the anti-coastal bias of the district system. I saw quite a few FB's on the Japan reveal.
 
We've already seen that builders are used to build both land and sea improvements. They embark like other units and move to a sea tile where they use a charge to instant build sea improvements. There are no "fishing boat" units in civ6. But it is possible that the sea improvement for fish is a collection of fishing boats but they are not the same as the civ5 fishing boats that you built in a city.
 
I don't think my response is true, just the best.

Glibness aside, have we seen fish without boats on them?
 
Glibness aside, have we seen fish without boats on them?
Yes.

civ6_fish1.jpg
civ6_fish2.jpg
 
Imo, while unlikely, they could very well do this, as a measure of balancing the barren water tiles vs. regular terrain (as suggested by the op). If making a fish resource out of thin air took up, say, 3 worker charges, I could see it being balanced (depending on the yield of the fish and the usual amount of charges on workers after tech improvements ofc).

The same applies to grain and animal resources on land ofc. Perhaps you'd need to first obtain a 'seed copy' of the resource, to be able to cultivate it in another area. This way, if you'd start in a barren area, you could overcome your initial hardships by expanding to more fertile lands and importing food crops from there. It would come at a considerable cost in terms of worker charges, ofc; so it would still be better to start with abundant resources nearby, but it would no longer be a dull semi-death sentence to start in the barren tundra or desert. It'd give bad starts much more of a fighting chance, and lead to more interesting games if you'd bother to ride out the initial struggle.

As the days go by, I wonder more and more about the 'harvest' / sickle icon that we've seen over some resources in the screenshots. Even if we cannot plant entirely new ones, I hope we can at least uproot and relocate certain resources to other spots. This could apply to fish as well (although a bit more unrealistic than, say, stealing cattle). Say goodbye to your fishies, Mr Roosevelt... Say hello to our new tundra colony supported by imported American salmon! :D:goodjob:
 
Non-fish sea resources were obnoxiously rare in Civ5; I don't think I've ever had whales or pearls inside my empire, and even crabs are pretty hard to find. I hope both sea resources and natural wonders are more common in Civ6 than they are in Civ5.
 
While not the best source of evidence, we have in fact seen a pair of boats in the ocean with no associated sea resource present. During the e3 presentation. Now, while that video is replete with world-builder tomfoolery or other ongoings that we can't explain, specifically relevant to this talk; Resources that weren't in previous parts of the video suddenly appearing in the next part (wheat does this numerous times), at no point in the e3 video does an actual resource appear on the tile where these boats end up appearing later in the video.

Spoiler :
13649570_10208929765217382_847348142_n.png


Personally, I chalk it up to the editor. However, there is evidence that boats can be placed on blank sea tiles, nonetheless.
 
Doubt it. Those boats appear the moment the video ends it's transition into the industrial age and they remain there for the rest of the game.
 
Personally, I chalk it up to the editor. However, there is evidence that boats can be placed on blank sea tiles, nonetheless.
This also the same sequence in which we see some stables on mountains and under neighborhoods, but your point is taken.

If fishing boats could be placed like farms, I would expect to see every available coast tile covered with them.
 
If fishing boats could be placed like farms, I would expect to see every available coast tile covered with them.

Unless we could figure out a reason why they're there. When remembering the video my first thought was that it could be part of the adjaceny bonus of the harbor; to be able to place fishing boats on tiles as if there were a sea resource present. This would be cool and kind of make sense.

Unfortunately, those boats appear before the harbor.

However, if those boats were really just tossed there to make the map seem more busy and aren't in fact either a bug or a feature, then I think this re-opens the discussion as to whether the neighborhood is a district. Because that would mean the multiple placements in Xian was done in an effort to make the city seem more busy.

Plus I just think it's weird that those improvements are so color coded. Apart from the fact that we've seen more than one in one city (but only in the e3 video) and we can't quite tell the different buildings within it (But I think it's empty in the e3 video), the neighborhood looks far more like a district than it does a tile improvement.
 
Plus I just think it's weird that those improvements are so color coded. Apart from the fact that we've seen more than one in one city (but only in the e3 video) and we can't quite tell the different buildings within it (But I think it's empty in the e3 video), the neighborhood looks far more like a district than it does a tile improvement.

Another district like characteristic from the neighborhoods is you not being able to build wonders and districts over them, as show around the end of the E3 video. While you can do so over other tiles improvements. So if it is a tile improvement, it's an exception to the rule. Or if it is a district it also seems to be an exception to the rule compared to other districts (able to have multiple ones, maybe with it's own pop requirements separated from other districts, like being able to build one for each X amount of pop).
 
Another district like characteristic from the neighborhoods is you not being able to build wonders and districts over them, as show around the end of the E3 video. While you can do so over other tiles improvements. So if it is a tile improvement, it's an exception to the rule. Or if it is a district it also seems to be an exception to the rule compared to other districts (able to have multiple ones, maybe with it's own pop requirements separated from other districts, like being able to build one for each X amount of pop).

Good catch. In fact, I'd argue that further evidence that the green neighborhood is a district is actually something that has ironically been used as a counterpoint to it being a district; It doesn't appear in the build list.

However, if it comes online in the modern era - then they only shot we've had of a city that'd be able to build them is a city that already has them. Again, Xian as the example in this case. Xian has an Industrial Zone, a Shrine, A Habor, and an Aiport all constructed.

When the video goes to build a spaceport - none of those districts are on the list because they're already constructed in the city. This would remain true for the neighborhood as well; It wouldn't appear on the list because it already has one (three).
 
While not the best source of evidence, we have in fact seen a pair of boats in the ocean with no associated sea resource present. During the e3 presentation. Now, while that video is replete with world-builder tomfoolery or other ongoings that we can't explain, specifically relevant to this talk; Resources that weren't in previous parts of the video suddenly appearing in the next part (wheat does this numerous times), at no point in the e3 video does an actual resource appear on the tile where these boats end up appearing later in the video.

Spoiler :
13649570_10208929765217382_847348142_n.png


Personally, I chalk it up to the editor. However, there is evidence that boats can be placed on blank sea tiles, nonetheless.

Maybe it shows that the tile is worked. Civ 4 did that. where if you worked them water tiles boats woulds how up.

We migth be seeing, especially given the way districts and pillaging works, that they are now going to show them to us so that we know how a city is managed.
 
Good catch. In fact, I'd argue that further evidence that the green neighborhood is a district is actually something that has ironically been used as a counterpoint to it being a district; It doesn't appear in the build list.

However, if it comes online in the modern era - then they only shot we've had of a city that'd be able to build them is a city that already has them. Again, Xian as the example in this case. Xian has an Industrial Zone, a Shrine, A Habor, and an Aiport all constructed.

When the video goes to build a spaceport - none of those districts are on the list because they're already constructed in the city. This would remain true for the neighborhood as well; It wouldn't appear on the list because it already has one (three).

The problem with that is: If you can indeed buy multiple ones, at least in an unlimited sense, then it should still be on the list. Which is why I said that if a district, then it may have a particular requirement separated of other districts, that at 40 pop is a max of 3, or may even have an actual max of 3 regardless of city size.
 
We've already seen that builders are used to build both land and sea improvements. They embark like other units and move to a sea tile where they use a charge to instant build sea improvements. There are no "fishing boat" units in civ6. But it is possible that the sea improvement for fish is a collection of fishing boats but they are not the same as the civ5 fishing boats that you built in a city.

I'm talking about the improvement, not the unit (which is called work boat anyway)


The fish in the Japan video are white. Do the fish change colour when someone puts a fishing boat on them?
 
I'm talking about the improvement, not the unit (which is called work boat anyway)



The fish in the Japan video are white. Do the fish change colour when someone puts a fishing boat on them?

They may have changed in an art pass between builds.
 
The problem with that is: If you can indeed buy multiple ones, at least in an unlimited sense, then it should still be on the list.

Then naturally the assumption would be that the limit is 3. If you can even have multiple neighborhoods naturally at all.

This is a video where everything appears instantaneously, Resources appear and disappear out of nowhere, a unit has more promotions than is allegedly even possible to acquire without the editor, where we have fishing boats on a resourceless tile, and improvements popping up on top of mountains. There's a lot that happens in the video that shouldn't happen in a normal game.

Though, the district video shows a city with 2 neighborhoods.
 
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