I always thought the unit models remained the same color in Civ VI; it was the icon floating overhead that differentiated units of the same type belonging to different civs, unlike previous iterations of the game where the unit models actually wore their civ's colors.
I always thought the models remained the same color in Civ VI; it was the icon floating overhead that differentiated units of the same type belonging to different civs, unlike previous iterations of the game where the unit models actually wore their civ's colors.
Seeing as lots of different things are plantations, I'd vote farms. Make it improvable with one of the ancient era techs rather than immediately though. @Zaarin's idea is fine too.
I'd assume it was Camps since it comes from beehives which are made by animals and you learn to deal with animals at animal husbandry.
If not that I'd go with plantation because it looks like it will be a new luxury and so far farms haven't been able to be built on one yet. .
I'd assume it was Camps since it comes from beehives which are made by animals and you learn to deal with animals at animal husbandry.
If not that I'd go with plantation because it looks like it will be a new luxury and so far farms haven't been able to be built on one yet. .
Depending on how inventive they want to get, 'Apiary' could be an Improvement that can be added to any plant resource: Wheat, Rice, Citrus, Bananas, etc. since Bees can make honey out of just about anything that flowers. They could even make it an Improvement that can be used by itself or as an Add-On to a Farm or Plantation.
Fun Fact: Bees were not native to the Americas, they were imported by Europeans.
I bring that up because I so want the game to FINALLY make some resources exclusive to one Continent or the other. Among other things, this could finally give you a reason to go exploring the other side of a Terra Map instead of just staying on your crowded home continent and conquering your readily-accessable neighbors.
I bring that up because I so want the game to FINALLY make some resources exclusive to one Continent or the other. Among other things, this could finally give you a reason to go exploring the other side of a Terra Map instead of just staying on your crowded home continent and conquering your readily-accessable neighbors.
That's the way it works right now. Every continent gets 4 luxuries unique to it, plus there is some amount of water luxuries spread throughout the world, based on map size.
I'd assume it was Camps since it comes from beehives which are made by animals and you learn to deal with animals at animal husbandry.
If not that I'd go with plantation because it looks like it will be a new luxury and so far farms haven't been able to be built on one yet. .
Another reason for the Apiary to be a Special Improvement: technically, honeybees are not 'Domesticated', they are 'Managed', so a case can be made that they do not fall into the same category as the domesticated plants and animals represented in their exploitation by pastures, farms, and plantations in the game.
And the earliest evidence for Management of bees by humans is from about 6500 BCE, so they pre-date the Start of Game.
Another reason for the Apiary to be a Special Improvement: technically, honeybees are not 'Domesticated', they are 'Managed', so a case can be made that they do not fall into the same category as the domesticated plants and animals represented in their exploitation by pastures, farms, and plantations in the game.
And the earliest evidence for Management of bees by humans is from about 6500 BCE, so they pre-date the Start of Game.
I’d lean for a camp in the same sense truffles use a camp too. Silk is a work-intensive resource, as you need to plant mulberry to feed the worms, then collect and process the silk. For honey, you just have to set the hive/apiary in a good natural location, and of course protect it and collect the honey. But most work is done by the bees in the wilderness...
Plantations make sense for Silk - When I was in China, I visited a silk manufactory. The caterpillars were "released" onto an orchard of mulberry trees and harvested once they had spun their cocoons (fun biology fact: only a handful of butterfly and moth species use cocoons, usually made from scraps of wood and gravel, for metamorphosis. The vast majority molt into a hard-skinned pupa.). Silk literally cannot be produced without a nearby orchard - and orchards are represented in Civ 6 by the plantation improvement.
Honey, I'm not sure what would fit best. Plantation would make sense since Honey is a luxury and plantations provide +Gold, as opposed to +Food. It would be the best possible fit, since I doubt firaxis would code in an entirely now TI just for bees.
... For honey, you just have to set the hive/apiary in a good natural location, and of course protect it and collect the honey. But most work is done by the bees in the wilderness...
Honey! I have missed that resource in a game!
Plantation is a good gues i think. Honey means also wax. It was really luxury during middle ages because candles were made from bee wax.
Are we sure the Oxford University is really pillaged here? It looks to me the same as if someone nukes a wonder, which adds a fire around/on it, but doesn't damage the wonder. The wonder model doesn't seem to have changed either in the fire, save for the fires dancing around it.
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