I think that is too bothersome and annoying. Say you want to transport a builder+a settler+a military unit to a new land. You have to train a transport+ get them in+ drag them to new lands.We got used to the Escort Systeme, and most of us (including AI) often escort Settlers with a Mili Unit. Transportation Ships Escort is similar to that, except the Ships would allow to hold more that just one Unit. It would also make Oversea Exploration much more enjoyable, since it won't be that easy to travel to new Lands and start Settlements there. So you have to prepare well if you want to explore a new Continent, make Settlements there or start conquering/raiding. But on the other hand, Embarked Units have less Movements on Sea (which is a good restriction when transport Ships were removed) but Tranportation Ships would be faster AND hold more than 1 Unit (depends on Tech). And that would make the transportation Ships more than practical (especially for Conquering/raiding (faster Movement of many Land Combat Units with one ship)).
Since Civ7 won't have all of Civ6's features at launch (because the devs aren't superhuman!) I'd only want to see it if it's a major departure from the series. Otherwise, frankly, I'll miss being able to play as all the civs I've come to love (and occasionally hate) thus far.
I tried to play Civ5 again recently - the only installment in the series I could never get into - and I have to say that after that experience I really don't want them to lose the district system. If anything seeing it expanded to as many city features as possible would suit my tastes. Not to mention that mods have shown how seriously amazing city sprawl could potentially look in a civ game.
Builders in civ6 seem like a half way step to getting rid of them altogether and honestly integrating tile improvements into the city district/building system would be pretty interesting.
As for the games that could dethrone civ if a new iteration takes some time, I couldn't get into the Endless series at all (I want every sci-fi 4X to be master of orion 2 and so far only Stellaris has come close). I am doubtful amplitude will convert me. I'm curious about Old World, that one might grab my eye. But honestly, I'm unlikely to switch my brand loyalty any time soon unless civ7 ends up more like civ5...
I like 1UPT as it opens up a lot more strategic possibilities... Which unfortunately humans are much better at exploiting than the AI...
I think that is too bothersome and annoying. Say you want to transport a builder+a settler+a military unit to a new land. You have to train a transport+ get them in+ drag them to new lands.
All for what?
They should just merge the concept of districts and tile improvements. The distinction between a farm and a library is pretty arbitrary
If it's a small Map, then transportation Ships are just a burden, that's for sure, but if you play on bigger maps then the sea (ocean/coast) is mach larger, so having a fast Ship that can transport your Units make a big difference. And you don't have to pick each unit and search for the plot you want it to move to (which is tiresome on bigger Maps), but only attach it to the Transport Ship and make only this to move to the plot you want it to go to. If you play on bigger Maps and cross sea very often, then you will know how transportation Ships could be of a releafe.I think that is too bothersome and annoying. Say you want to transport a builder+a settler+a military unit to a new land. You have to train a transport+ get them in+ drag them to new lands.
All for what?
I think that is too bothersome and annoying. Say you want to transport a builder+a settler+a military unit to a new land. You have to train a transport+ get them in+ drag them to new lands.
All for what?
Green Districts aren't tied to those restrictions (or population), you can freely build them in a city as much as you want. Improvements could be turned into such. I mean there is actually no much difference between them and the Green Districts anyway, except that you can build 1 of 2 Buildings in Neighborhoods. Which actually would fit to a Farm District Improvement that can hold a Pasture Improvement Building.But it's not arbitrary, though. Tile improvements (excepting the unique ones) provide basic yields (food, production, gold). Districts provide advanced yields (science, culture, faith, great people points) and slots for specialists (more advanced yields). Time improvements are one per tile. Districts provide for multiple improvements in a tile. Tile improvements are limited only by available land. Districts are (mostly) one per city. These seem like important, non-arbitrary differences to me.
Even the AI could use it, but it would not work well with 1upt IMO.but is it practical to have a transport?
it's the exact same thing for improvements.I think that is too bothersome and annoying. Say you want to transport a builder+a settler+a military unit to a new land. You have to train a transport+ get them in+ drag them to new lands.
All for what?
I'd rather have a builder build it in a instant than putting in a queue along with grainy and a library.you have to put a builder in the queue, wait for it to be completed, move it to the plot (hoping there won't be another civ unit there), all for what ?
Do you use the firetuner to spawn your builders on the map ?I'd rather have a builder build it in a instant than putting in a queue along with grainy and a library.
no but other way to add farms and other improvements on the queue along with buildings.... I would rather have builders thanks.Do you use the firetuner to spawn your builders on the map ?
Add an economic Victory.
My own feeling is that the game might move to somewhere between 5 and 6. Cities in Civ 6 are odd. What is actually in the city centre apart from the palace? The government functions are all in the government district; the theatres are in the theatre district, and so on. You don't build walls round a city but round this empty centre. Look at any real city that did have walls, and of course the modern city sprawls well outside those walls, but a lot of functions are actually still within where the walls were. So there is scope for distinguishing between intramural and extramural development. For instance, up to the modern era, districts are created within the hex the city was founded on, then neighbourhoods spread out beyond the original confines. You don't need a lot of land for a diplomatic quarter; you do for a suburb.
I agree with this unless Civ 7 can graphically integrate districts to the city better I'd rather most districts take up an available spot inside the city tile. I also believe that most wonders should occupy there own space in the city as well.
And that's fine, same with transport ship.no but other way to add farms and other improvements on the queue along with buildings.... I would rather have builders thanks.
no it is not the same. You don't get the "instant transportation" with transport ship.same with transport ship.
10 print "Builders are not spawned instantly"no it is not the same. You don't get the "instant transportation" with transport ship.
However with builders you DO get instant improvement. What is instant about transport ship? It is adding unnecessary control.
yes but you get what you want via builders. However you don't get what you want with transport ship. For builders you get your end-goal-weather it is farm, mine or UI like Great Wall or what.10 print "Builders are not spawned instantly"
The goal is to move them over water, it's a quite simple goal. They also remove some micromanagement during the movement over water as you can move 1 units not 3 or 10.yes but you get what you want via builders. However you don't get what you want with transport ship. For builders you get your end-goal-weather it is farm, mine or UI like Great Wall or what.
However with transport ship moving your units is NOT your end goal... unless you like having your units in random places. No you have to then move them in your new lands and either attack other civs or found your cities. it just adds unnecessary part towards your end goal.
no that is NOT your end goal. What I mean by end goal is the final result of your action- for example when you have created a farm you often don't do any further action with it and only use your workers to create for farm. The farm is a final result. Not so with transport. You don't leave your units after crossing a body of water. you need to move them around to either create a city or attack another civ.The goal is to move them over water, it's a quite simple goal. They also remove some micromanagement during the movement over water as you can move 1 units not 3 or 10.
Ha, okay, I guess. And tomatoes are not apples, I agree.no that is NOT your end goal. What I mean by end goal is the final result of your action- for example when you have created a farm you often don't do any further action with it and only use your workers to create for farm. The farm is a final result. Not so with transport. You don't leave your units after crossing a body of water. you need to move them around to either create a city or attack another civ.