Kouvb593kdnuewnd
Left Forever
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- Jul 3, 2012
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In reality economy is not based around having massive amount of small cities with a campus to drive science, like who would have access to a campus tied to a small populated village anyway?
Many large cities tend to have much higher gdp per capita than national average which indicated that each pop in a large city should be more productive than in a small city (which is generally the case in 4x games but civilization VI is an exception).
Large cities require much more investment than a small city in civilization VI but the return on investment is simply too small and in order to be good in stuff like science and Culture you need to have alot of cities due to how districts and buildings work.
So Changes I suggest:
Population yield: +0.5 production and +1 gold. Population have often been forced to work on Projects so they giving a Little production make sense and would help large cities without good production tiles being more useful. The gold would represent taxes, people pay taxes. Overall this make raw population more useful.
Specialists: Inspired by old World they would no longer be free, but cost gold to educate but on other hand they would be much more powerful. Specalist would also have a large maintaince cost, that increase the more specialist a city have, so spreading them out have some advantages.
A specialist would not have a base yield but instead give:
Changes to district:
A city would be able to have multiple of the same district, but can only build Another copy for each 4 districts built. So if you build 1 campus, you need to build 3 other districts Before building a second campus. This allow more city specalization.
Neighbourhoods would give a major adjacency bonus to all other district to represent close living space of workers to their workplace.
Change to buildings:
Instead of flat yields buildings would be more based around population and maybe terrain:
For example library could give +0.5 science per population, +1 science from marsh and rainforest tiles (which encourage keeping these around).
Change to trade route:
Their yield would no longer be so fixed but would be based on actual yield of the city, trading with a city that produce alot of food would make the trade route give alot of food. Trading with a city that produce alot of science would mean your traders would bring alot of knowledge back and thus increase your science (however they must be ahead in Techs for that to make sense).
Many large cities tend to have much higher gdp per capita than national average which indicated that each pop in a large city should be more productive than in a small city (which is generally the case in 4x games but civilization VI is an exception).
Large cities require much more investment than a small city in civilization VI but the return on investment is simply too small and in order to be good in stuff like science and Culture you need to have alot of cities due to how districts and buildings work.
So Changes I suggest:
Population yield: +0.5 production and +1 gold. Population have often been forced to work on Projects so they giving a Little production make sense and would help large cities without good production tiles being more useful. The gold would represent taxes, people pay taxes. Overall this make raw population more useful.
Specialists: Inspired by old World they would no longer be free, but cost gold to educate but on other hand they would be much more powerful. Specalist would also have a large maintaince cost, that increase the more specialist a city have, so spreading them out have some advantages.
A specialist would not have a base yield but instead give:
- Scientist: +1 research per pop in the city
- Engineer: +1 production per pop in the city
- Merchant: +2 gold per pop in the city
- Artist: +1 culture per pop in the city
- Captain: +1 food, +2 commerce per worked sea/lake tile
- General: +2 production per pop towards units
- Priest: +1 faith per pop in the city
- Entertainer: New specialist based on entertainment district/water park, they would give +1 tourism per pop in the city and +1 amenity
Changes to district:
A city would be able to have multiple of the same district, but can only build Another copy for each 4 districts built. So if you build 1 campus, you need to build 3 other districts Before building a second campus. This allow more city specalization.
Neighbourhoods would give a major adjacency bonus to all other district to represent close living space of workers to their workplace.
Change to buildings:
Instead of flat yields buildings would be more based around population and maybe terrain:
For example library could give +0.5 science per population, +1 science from marsh and rainforest tiles (which encourage keeping these around).
Change to trade route:
Their yield would no longer be so fixed but would be based on actual yield of the city, trading with a city that produce alot of food would make the trade route give alot of food. Trading with a city that produce alot of science would mean your traders would bring alot of knowledge back and thus increase your science (however they must be ahead in Techs for that to make sense).