What the hell? I'm just trying to play the game even though I had to turn off culture victory, so I wouldn't end too soon, but now this new thing, I'm not sure it's a bug or it should be like this - Himiko's rule, all units from one of the CS that I had through her ability, they came back to the CS belonging, even though I'm still suzerain of that CS. Is that normal, after some time, or it's some bug or what?

Levied units return to the CS after some turns (around 30 iirc).
 
Thanks. It would be nice to include this in the description of this hero, as for example, in Arthur's description, that his knights are only temporary.
 
I've never used flood barriers, how do they work ? Does flood barrier prevent tiles from being submerged in water ? The wiki is a bit complicated.
 
How much loyalty deficit(I mean the negative per turn modifier that appears to the settler) can newly settling cities handle ? You may answer the question in accordance with different variables such as food surplus, governor use, and whether other things that impact growth and loyalty are used or not, better if you specify them.
 
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How much loyalty deficit(I mean the negative per turn modifier that appears to the settler) can newly settling cities handle ? You may answer the question in accordance with different variables such as food surplus, governor use, and whether other things that impact growth and loyalty are used or not, better if you specify them.

+8 if you have a governor available, +1 if you can buy/ chop a monument and +2-3 for rapid pop growth from high food tiles/ food chops. So -10 to -12 is easily survivable.

Disloyalty gives a growth nerf, so the first turns are crucial. If you can buy a monument and chop a pop on turn 1 you can survive a small negative long enough to grow before you hit the 75 loyalty -25% debuff.

If you have a religion there is a -3 or +3 depending on if the city follows the religion. Given the need for rapid growth if you are relying on quick pops have a couple of missionaries present.

Victor with garrison commander in a nearby city is another +4.

Amenities give -6, -3, 0, +3, or +6 but it is problematic to rely on forcing amenities to a given city until national parks come along with their +2 to host city and +1 to four closest cities. Forcing happiness lets you build in the first couple of pop, but bare in mind that population pressure is capped at +/- 20 while the amenities are a separate modifier. There could be niche strategies of keeping a triple NP city tiny and stacking the +6 with other modifiers to eat the max -20.

There are a bunch of cards but, in general, using a precious slot for more than a couple of turns is a very high cost to pay. There are a bunch of civ unique bonuses. Persia with a garrisoned unit +5, a governor +8 (+13), a monument +1 (+14), your religion +3 (+18) and Victor GC nearby +4 (+21) can ignore pop loyalty pressure. With the right cards, governors and sufficient resources other civs can too.

It's a question of how much you want to mould your game around this one mechanic and how much resources you are willing to throw at it.
 
I've never used flood barriers, how do they work ? Does flood barrier prevent tiles from being submerged in water ? The wiki is a bit complicated.
To add to the reply above, watch out though while building them. If you don't complete them until the next Climate Change phase hits, their production price goes up significantly. But their construction can be sped up by expending Military Engineer charges. Have a few of them handy just in case.

And now a pro tip: to build them, the production price depends on how many floodable tiles the city already have in its territory to protect - the more tiles to protect, the more expensive the build. BUT, if the city already has flood barriers completed and acquires a new floodable tile, the flood barriers are extended to that tile automatically and free of charge. So if you have a valuable island, full of resources, that are about to sink, you can calmly found a city there, quickly build the flood barriers quite cheaply with the help of Military Engineers, and then buy the remaining floodable tiles around the city, thus saving them from sinking with no additional production.
 
And now a pro tip: to build them, the production price depends on how many floodable tiles the city already have in its territory to protect - the more tiles to protect, the more expensive the build. BUT, if the city already has flood barriers completed and acquires a new floodable tile, the flood barriers are extended to that tile automatically and free of charge. So if you have a valuable island, full of resources, that are about to sink, you can calmly found a city there, quickly build the flood barriers quite cheaply with the help of Military Engineers, and then buy the remaining floodable tiles around the city, thus saving them from sinking with no additional production.

Another thing you can do is swap floodable tiles around. Lets say you have 2 cities next to each other with 4 floodable tiles inbetween them. You can swap 3 tiles in one city, build cheap flood barriers in the city with just the 1 floodable tile left and swap all but 1 tile to this city. Then the second city can also build cheap floodbarriers.
 
Is there any problem with building a city on top of a single coastal lowland tile in a region and building a flood barrier other than the production cost ? Is the production cost high enough to avoid that in general ?
 
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Is there an optimal number of cities or some sort of area that is best avoided at a given cost of settlers or an era beyond when it's useless to build a city ? What's the formula for settler cost ? When to avoid building a settler other than having other things to do or no place to settle ?
 
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Is there an optimal number of cities or some sort of area that is best avoided at a given cost of settlers or an era beyond when it's useless to build a city ?
Not really. Just what your resources can support. The more, the merrier. So long as you can get two rings (a must if you're playing as Gaul) and you have the money or time to do it, go for another city. The only drawback is opportunity cost, so take that into account

What's the formula for settler cost ?
The first costs 80 prod, then each settler adds 30 prod on, so the.second will take 110, and so forth.

When to avoid building a settler other than having other things to do or no place to settle ?
If you run low on population, space or ability to protect your investment, really. Or if the numbers are driving you mad. There is no inherent reason to not expand in this game. If you have space, you can squeeze out another settler without significant sacrifice elsewhere and you can protect your investment, it'll be a benefit. One of the not so great aspects of the game; there's just no reason to go tall. Go wide, and you can have the best of both worlds. The only real drawback is losing a pop, but you can make it.nack.quickly.enough in the early game, or use Magnus and not lose one if it's not.
 
There is a point where a city will never significantly contribute to a victory condition apart from cultural, so unless you need a resource it becomes at best pointless and at worst a net drain. There is also a point before natural history and conservation where there is an amenity crunch.

Early dom huge numbers of settled cities can be a misallocation of resources. If you can clear your continent early the rest of the game is just deciding how to win. Will an extra early city help you clear the continent? Will it help you more than a couple of units or a commercial hub to pay for the units?

Excepting the amenity crunch period, more cities will always be better, the question is "is it worth the opportunity cost?".
 
Hi,

during ONZ voting i have problem to split all votes and complete process. E.g. I have total 110 voting points, each vote costs 6 points. When I use multiple 6 i get 108 points and I can not end process due to 2 points left. How I can complete it?

Regadrs
 
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I've never played Civ 6 but I've been reading a few threads on the Civ 6 forums and I have one question I'd like answered if possible: how big are Civ 6's map sizes? Not just in terms of number of tiles, but compared to how big your cities are (since cities in 6 can seemingly occupy several tiles now) and how much room between cities you're likely to have. Also, with those considerations, how crowded is the map late-game, and how big can your empire get, in terms of no. of cities and overall spread.

(Just realise this may not qualify as a "quick question", sorry about that).
 
I've never played Civ 6 but I've been reading a few threads on the Civ 6 forums and I have one question I'd like answered if possible: how big are Civ 6's map sizes? Not just in terms of number of tiles, but compared to how big your cities are (since cities in 6 can seemingly occupy several tiles now) and how much room between cities you're likely to have. Also, with those considerations, how crowded is the map late-game, and how big can your empire get, in terms of no. of cities and overall spread.

(Just realise this may not qualify as a "quick question", sorry about that).
That's really not a question with a concrete definitive answer. It depends on playstyle, map (even how the same map type is generated for a specific map), how others play, etc.

Cities generally forming circles. The centre tile will be the city centre, and upon being founded will have one ring of free tiles to build on (so 7 in total). If it is unimpeded, it can have two additional rings of buildable rings of hexes, plus another 2 rings that you cannot build districts etc on. I've had cities that never expanded beyond the first ring because they were too tight together and others that had fifth rings.

As you can see, it's not going to yield and answer of how many cities you can have, and that's without the variable amounts of usable land, how many other civs are nearby, etc. There's also playstyle. Are you willing to conquer other cities? Etc. I generally find that I I up with 15-20 cities, but can go as high as 50+ if I'm going for Domination Victory.
 
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