You can ‘slot’ specialists in district buildings for +2 output of that type. They are really only of value for science and culture and can make a noticeable difference, even perhaps fair. I would not normally bother with the others unless desperate.Are specialists in civ6? Never noticed
You can ‘slot’ specialists in district buildings for +2 output of that type. They are really only of value for science and culture and can make a noticeable difference, even perhaps fair. I would not normally bother with the others unless desperate.
Would definitely require a lot of general rebalancing for that to be applicable but I like the general idea of that at least. Would be a lot more logical tooPersonally, I think I would almost rather it be required that each building needs one "citizen" slot to function. This would be a great equalizer to me, in that it means you can't just have a pop-1 city build a district and then buy a library/uni/research lab. Basically, to work those 3 buildings, you need 3 pop, plus however many citizens in the fields to feed them. You'd have to rebalance (since there'd obviously be no point to taking a citizen off a mine to be in a workshop), but it would both bring them back to being relevant and be a huge boost to tall cities, since they're the only ones with enough pop to actually work all their districts.
Tourism, is not an object, it is an end result. Tourism does not create culture but culture can create tourism. It is the output purely used to measure for a victory.
@Krajzen
I agree tourism is fine as just an output.
Tourism also doesn't even really represent tourism, no more than housing represents actual houses. Tourism represents cultural force or dominance, and I don't think that should just let you mint gold.
I'm maybe okay with tourism doing more at some point, but I'd prefer if that was done as part of a third expansion and the whole thing could be thought through so it was balanced and strategically interesting. Just tacking on "gold from tourism" or "diplomatic favour" from tourism is just the wrong approach.
For now, I really like the elegance of "tourism doesn't do anything; but the things that give you tourism do".
Like what buildings? Even seaside resorts provide gold, more than most of the gold-generating improvements in this game. The only tourism generators I can think of that have no additional benefits are national parks.I just feel like tourism should be noticed in the gameplay. Otherwise what's the point of building some of these buildings that do nothing but give tourism unless you're going for a culture victory? I hate having an aspect of the game that provides no benefit except being one victory condition.
Would definitely require a lot of general rebalancing for that to be applicable but I like the general idea of that at least. Would be a lot more logical too
Now that walls are buffed (Medieval and Renaissance walls are pretty hard to take down, even with a ram) I find siege towers to be just as useful as a ram. If you do your warring early then the ram might still be better though.No, generally the Support Units have some value -
Except the Siege Tower, which I have not only never built, I've never seen the AI build either. Most useless single unit in the game.
Like what buildings? Even seaside resorts provide gold, more than most of the gold-generating improvements in this game. The only tourism generators I can think of that have no additional benefits are national parks.
As mentioned, you should really think of tourism as the end result, the benefit itself that you get from buildings that also provide other yields. Otherwise, you could end up making the exact same argument about space projects and battle priests.
Now that walls are buffed (Medieval and Renaissance walls are pretty hard to take down, even with a ram) I find siege towers to be just as useful as a ram. If you do your warring early then the ram might still be better though.
If not too much work, I would like you to provide examples of such bonuses. The only glaring example I can think of is Film Studio - and that's one UB among all other non-tourism benefits that America gets. Minerva of the North, perhaps - although it does play into Sweden's UA and the potential to chain-win Nobel Prizes. You might want to mention France's Grand Tour, to which I can object right now. While +100% tourism from wonders becomes pointless, the wonder production bonus still suits other VCs just fine.There are also a lot of civs that have tourism bonuses as a major part of their abilities, and these abilities become entirely useless when not pursing a culture victory.
there are plenty of tourism sources that are only rarely worthwhile based on their other yields
So weak alternative benefits from tourism sources are pointless, but weak alternative benefits from space projects are "balance issue and design intent"?... Both are pursued primarily for their respective VCs, and one barely cares about the add-on benefits. I don't even bother with building Spaceports if I don't plan on going for SV. Satellite is the only potential exception because of the map reveal.the early space projects have at least nominal in game benefits. These benefits may be too small, but that's a balance issue. The design intent is clearly for them to have utility outside of victory progress.
If not too much work, I would like you to provide examples of such bonuses. The only glaring example I can think of is Film Studio - and that's one UB among all other non-tourism benefits that America gets. Minerva of the North, perhaps - although it does play into Sweden's UA and the potential to chain-win Nobel Prizes. You might want to mention France's Grand Tour, to which I can object right now. While +100% tourism from wonders becomes pointless, the wonder production bonus still suits other VCs just fine.
If anything, Domination-oriented civs are much bigger offenders in this regard, but they get a pass because successful warmongering helps with every VC in the game.
So weak alternative benefits from tourism sources are pointless, but weak alternative benefits from space projects are "balance issue and design intent"?... Both are pursued primarily for their respective VCs, and one barely cares about the add-on benefits. I don't even bother with building Spaceports if I don't plan on going for SV. Satellite is the only potential exception because of the map reveal.
In fact, most of the tourism sources in Civ 6 actually do have more meaningful benefits, especially in the early-mid game. It's not just resorts with their gold - they are more like late-game finishers for CV. It's also great works, relics, every culture-generating improvement before Flight, Kampung, walls, and most of the wonders.
In my constant complaining about the disconnect between tourism and any gameplay value, notably loyalty, I thought of another feature that is probably neglected even more that I often even forget exists: appeal. I never pay attention to a tile's appeal, and other than for national parks, which I don't usually build, I'm not sure what it does or if there's a purpose for it. Does anyone actually pay attention to appeal, or does everyone else ignore it too?
Besides tourism and appeal, what other features seem neglected and forgotten about in the game that need to be more involved with the actual gameplay?
What if Barbarian Camps could eventually evolve into Independent-albeit hostile-Cities?
Didn't Civ IV do that? Or was it III? I always liked landing on a remote continent and finding a giant barbarian civilization, with operating cities and roads. And the risk that if the barbarians captured my own city they'd use it to build more troops.