Cyon
Cosmonaut
And also each settler cost one pop
I am a little bit skeptical that the measures we've seen are going to be enough to discourage city spamming. But honestly, I would rather play a game where going super-wide is optimal than one where sitting at 3-4 cities is optimal. Obviously, a middle ground of some kind is the ideal, but I think a Civ game should err on the side of encouraging expansion.
There's no need to actually limit being wide. However, it should be viable strategy to delay building settlers and build something else instead. Civ6 system looks exactly like this so far.
Yeah, this sounds about right to me. Expansion should mean sacrificing science or culture or faith or whatever in the short-term, but ultimately a big empire should be better.
I also think that roughly half-way, maybe two-thirds of the way through the game, the map should be just about filled up (excepting a few marginal deserts and polar regions). Civ V with its unclaimed land deep into the Information Age just didn't work for me.
Civ VI seems to want us to expand. This is good news.
Opportunity cost and risk/reward mechanics should be more than enough, with hopefully no penalties to avoid any given strategy.
Bigger empires, as long as they are correctly managed, should always be better than smaller ones. Rushing to get the best settling spots in your continent and actively serching for new locations in new lands is what this game should be about.
Your neighbour is spamming cities? Take some of them when he is overstretched, before he is able to defend his whole empire.
Civ V with its unclaimed land deep into the Information Age just didn't work for me.
City Spamming is relative.
Yeah it is. I also have to laugh at 6 citys. When I go HAM, I aim for like 13+... lol.
As the game allows obviously...
City Spamming is relative. How many cities does one need to build before it is referred to as Spamming? I like going wide, and usually try and have around 6 cities. I always found it hard to restrict myself to 2 or 3 cities like some people do.
I will admit that despite the true number of cities, some will be allotted to different tasks; I'll usually have a few core (3-5) working on military or wonders, with the remaining operating as auxiliary or colony focus providing strategic resources or logistics support for power projection across the map.
Dispite the decrease in technologies, I hope there will still be as many or more unit types. Thats always been a weakness in my opinion. If not, i look forward to what unit mods start showing up..