Re armies etc -

Not to mention strat consumption.

In theory in one unit per tile being able to concentrate power is difficult and valuable. But AI...
 
"Newb" Question
Hah! Oldb question I've not previously considered. In Civ IV a city can only exploit 1 more resource than its population size. Uh... Is the same true of Civ 5 and Civ 6? I've just developed everything in site within the borders of control. Have I been wasting resources?
 
"Newb" Question
Hah! Oldb question I've not previously considered. In Civ IV a city can only exploit 1 more resource than its population size. Uh... Is the same true of Civ 5 and Civ 6? I've just developed everything in site within the borders of control. Have I been wasting resources?

You can work as many tiles and specialist slots combined as you have pops in VI. However you dont need to work a tile to extract a resource from it. So the rule of thumb is to improve all the tiles you want to work in the near future plus the resources you want to extract.
 
You can work as many tiles and specialist slots combined as you have pops in VI. However you dont need to work a tile to extract a resource from it. So the rule of thumb is to improve all the tiles you want to work in the near future plus the resources you want to extract.

Yeah, a city can only work a tile with its citizens. So pop plus one. It gains access to all improved resources in its borders.

So I guess it depends on what we mean by exploit.
 
So in addition to getting access to luxury and strategic resources (both of which work slightly differently than in IV, but you probably figured that out already) you also get housing for some improvements as well, such as farms and fishing boats (most provide 1 housing per 2 upgrades). So, if you built a bunch of seemingly useless farms they actually aren't useless at all!
 
Not something to spam though. Situationally very useful. Bare in mind mines and quarries dont provide housing.

So if you build a mid game city that needs to build an aqueduct off the bat, it's going to need four or five builder charges to get it housing to grow and be productive.
 
Bug or feature?
Something happened that I haven't experienced before, at least not recently, so not sure if it's intentional (it's kind of neat if it IS intentional). The story goes like this:

Zulu is suzerain of Hattusa and DoW's me. I capture Hattusa and choose to annex the city. I then loose it to loyalty pressure, and it becomes a free city, which I recapture and then liberate. This makes me suzerain of Hattusa. However, I don't get the free +2 strategic resources each turn that I'm supposed to get (and I really needed them, because I was zero iron AND zero niter!).

So, did the unique bonus not trigger because a) I "cheated" my way to become suzerain, because b) a city state looses its unique bonus after being eliminated, or c) it was just a bug?
 
Bug or feature?
Something happened that I haven't experienced before, at least not recently, so not sure if it's intentional (it's kind of neat if it IS intentional). The story goes like this:

Zulu is suzerain of Hattusa and DoW's me. I capture Hattusa and choose to annex the city. I then loose it to loyalty pressure, and it becomes a free city, which I recapture and then liberate. This makes me suzerain of Hattusa. However, I don't get the free +2 strategic resources each turn that I'm supposed to get (and I really needed them, because I was zero iron AND zero niter!).

So, did the unique bonus not trigger because a) I "cheated" my way to become suzerain, because b) a city state looses its unique bonus after being eliminated, or c) it was just a bug?

Probably C.

It would be nice if some game system had a short to medium term memory that prevented something like that from happening; as in they would not give you the normal envoys you get from freeing a city; unless it happened hundreds of years later.
 
Just come back to playing after a while off, so forgive me if this is something that has been known for a while. Last couple of games, as I head into the late game (about turn 260-275 - I'm not winning any speed prizes) I lose the ability to hard-build speciality districts. In the production queue they are listed as 999+ turns. Non-speciality districts are unaffected. If I have the 30% discount on Harbours and Encampments, I can build those districts, albeit at increased cost. Liang's 20% discount on districts also allows for districts to be built, albeit above regular cost price. Reyna's purchasing districts ability still works as normal, and it is possible to complete districts with Hercules. Is this a known bug? Or some kind of feature to slow-down runaway victories? Any thoughts welcome!
 
Well, the cost increases by various factors, I believe techs and civics recieved, maybe even additional copies of the same district (or that one is only handlel as discount of district you have not built for long). But such high cost to reach 999+ turns sounds a little too much even for cost progression.
 
Just come back to playing after a while off, so forgive me if this is something that has been known for a while. Last couple of games, as I head into the late game (about turn 260-275 - I'm not winning any speed prizes) I lose the ability to hard-build speciality districts. In the production queue they are listed as 999+ turns. Non-speciality districts are unaffected. If I have the 30% discount on Harbours and Encampments, I can build those districts, albeit at increased cost. Liang's 20% discount on districts also allows for districts to be built, albeit above regular cost price. Reyna's purchasing districts ability still works as normal, and it is possible to complete districts with Hercules. Is this a known bug? Or some kind of feature to slow-down runaway victories? Any thoughts welcome!
Yeah, check the bug section there are things like that 999+
https://forums.civfanatics.com/thre...999-production-on-specialty-districts.667936/
 
New to Civ VI, so apologies for resurrecting a years old thread for what seems like a stupid question, but I can't find the answer in the civilopedia and have not been able to read through all of this thread yet: What governs or influences the rate of growth of the city borders? I think I understand how food, housing, and amenities work to influence the population growth, but is there anything I can do to make borders expand more rapidly? In Civ IV (the last version I played) culture impacted border growth. True for Civ VI as well?
 
Hi gang, does God of the Sea apply to Liang's Fishery's as well as the regular fishing boats?
Nope, Auckland does, If Liang is in the city, he does, but apparently the Sea god does not like penning fish in cages. Let’s be fair, I think it would be a bit much.
 
I've just noticed Civ 6 Platinum Edition is on sale for £16.46 on the 2K store, and I'm sorely tempted. Now, the Plat. Edition is the all inclusive bundle, right?

I just want to make sure I'm getting my money's worth. :D
 
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It doesn't include NFP.

It has the vanilla, R+F, GS plus the individual preNFP DLCs, but none of the paid NFP DLCs. For those as well, you need to get the Anthology.
 
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