Mechanics from Beyond Earth

I've bought BE/RT a few days ago. One problem I think there is with the implementation of building decisions is that it seems that almost all buildings get them, within a few turns of first building them.

Not only does this cause a lot of distracting spam when I want to be concentrating on something else (and forcing me to make decisions before I really have an idea about how I want my civ to develop), it means I will presumably have exactly the same decisions to make every playthrough.

If there is something like this in Civ VI, I think it should be much more infrequent, and only affect a few (randomly chosen) buildings. So you never know what ones you will get, and if you do get one, it will be a rare bonus that will be useful to have whatever you chose. (As opposed to 'I have a choice of adding a bonus to production or something to this building. I've gone for 'production' on the dozen or so other buildings I had that option for so far, so I guess I might as well go for 'something' this time, just for variety').
Not sure if you heard but the new limited building slot mechanic sounds close to what you want?

For instance in an encampment you csn either build a barracks or a stable but not both forcing you to choose one. We could just do the same thing for other building quests.
 
Not only does this cause a lot of distracting spam when I want to be concentrating on something else (and forcing me to make decisions before I really have an idea about how I want my civ to develop), it means I will presumably have exactly the same decisions to make every playthrough.

To be honest, I wish the Building Decisions would have only been a part of the Affinity specific buildings. That way the normal buildings would actually be useful and not bland, and the Affinity buildings would be something that would have let you tune your gameplay.
 
I've bought BE/RT a few days ago. One problem I think there is with the implementation of building decisions is that it seems that almost all buildings get them, within a few turns of first building them.

Not only does this cause a lot of distracting spam when I want to be concentrating on something else (and forcing me to make decisions before I really have an idea about how I want my civ to develop), it means I will presumably have exactly the same decisions to make every playthrough.

If there is something like this in Civ VI, I think it should be much more infrequent, and only affect a few (randomly chosen) buildings. So you never know what ones you will get, and if you do get one, it will be a rare bonus that will be useful to have whatever you chose. (As opposed to 'I have a choice of adding a bonus to production or something to this building. I've gone for 'production' on the dozen or so other buildings I had that option for so far, so I guess I might as well go for 'something' this time, just for variety').

I don't have a problem with all of the buildings getting decisions. What I would change is making the decision always trigger immediately on completing the building. This wouldn't reduce the amount of "spam", but it would make it happen when you're already making a city management decision (what to build next) rather than popping up randomly when you're in the middle of something else. The other advantage of this change would be that making the decisions trigger at a set time would make it possible to plan around them (because I think this is important, I don't think it would be a good idea to randomize which buildings get decisions).

With all that said, qwerty is right that decisions about which building to put in a district (i.e. barracks vs. stable) fills roughly the same niche as building decisions, so they would probably by superfluous in Civ VI.
 
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