Unfortunately the Sydney Opera House is so late in the game that there is no point building it; I can't even recall what it does. Takes forever to build too if I'm not just building it in weak production cities.
Unfortunately the Sydney Opera House is so late in the game that there is no point building it; I can't even recall what it does. Takes forever to build too if I'm not just building it in weak production cities.
It is on the Colonialism - Natural History - Conservation - Cultural Heritage leaf of the civic tree at the last civic (atomic era, and remember there's only 2 information era civics), it has the pretty specific building requirement of having to be built on coast adjacent to land and a harbor district (cannot be built on a lake), costs a whopping 3300 production and grants... 8 culture and 5 musician points per turn, as well as 3 slots for great works of music.
Yeah, I doubt anyone built it even once. (actually, nevermind. Someone did as there's a screenshot on the civilization wiki)
I wonder if in the Australia DLC they will reintroduce Ayers Rock (Uluru) as a new natural wonder?
Also do you think there will be any other new features that might be introduced? Although Poland only came with a scenario the Aztecs (despite being a free preorder DLC) came with a world wonder of Huey Teocalli.
I've build it ... just because. You know, sometimes you don't have anything better to build. But I do agree, it's absolutely pointless from a strategic point of view.
Good, now I'll have time to finish my Rome game. The last time I tried Rome, I was running away with the game. Then the December patch hit and, when I started up the game again, after a couple turns a unexpectedly lost. Something in the patch must have messed things up on me. I was afraid it was going to happen again this time.
It is on the Colonialism - Natural History - Conservation - Cultural Heritage leaf of the civic tree at the last civic (atomic era, and remember there's only 2 information era civics), it has the pretty specific building requirement of having to be built on coast adjacent to land and a harbor district (cannot be built on a lake), costs a whopping 3300 production and grants... 8 culture and 5 musician points per turn, as well as 3 slots for great works of music.
Yeah, I doubt anyone built it even once. (actually, nevermind. Someone did as there's a screenshot on the civilization wiki)
I've built it once but I was just stringing out that game for some reason... might of been the one where I was getting my Kongo capital to 30 population...
On the official Earth map in Civ6 you have Mt. Kilimanjaro and Tsingy De Bemaraha right next to each other! I had one city right between them with huge population producing most of my culture, science and faith too!
It rarely actually wakes the unit up when an enemy happens by. I've only had it work once or twice and only at the end of my turn rather than the beginning.
It rarely actually wakes the unit up when an enemy happens by. I've only had it work once or twice and only at the end of my turn rather than the beginning.
Mhrm, possible that it only wakes units that could be attacked by said enemy in the following turn? (I noticed that behaviour on scouts on auto-explore)
It rarely actually wakes the unit up when an enemy happens by. I've only had it work once or twice and only at the end of my turn rather than the beginning.
That would explain why I seem to always miss out units when at war and an enemy is nearby... I questioned how always kept not hitting the big "alert" button... Maybe when they fix that they can also add it to ships and city/encampment bombardment too! (or at least a notification for the latter) I'm not sure if air units have "alert" commands right now either; I don't recall building any since the last patch (I love they new mechanics behind them! But I just wished they are stronger; same goes for naval units attacking embarked land units)
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