It's quite easy to calculate. 1 luxury = 1 amenity for 4 cities. Based on the numbers of cities you have you shouldn't have problem to calculate. 8 cities you can use 2 luxuries of same type - rest is unused - sell it. Next thing you go to reports and you see status of your cities - based on do you want them happy or estatic for bonuses you trade even those that are used but you don't need all that bonuses but fast cash.

My understanding was that having 2 copies of a luxury resource did not provide an amenity for 8 cities. I read that somewhere but have no way of confirming it because there is no explanation for the amenities that I am getting credit for.

However, what you mentioned makes total sense and is how it should be in my opinion.

I'm almost 100% this is how it is. The only thing that can confuse you is that there is system behind the scenes that appoints those amenities based on housing and size of cities, etc... so sometimes it can look the numbers don't add up somewhere ... also when you go into negative amenity, war or whatever, it can take some turns to level the real amenity state ... and similar quirks tends to confuse ... but one luxury can make 4 cities happy, that's 100%.

A unique Luxury provides 4 amenities, limited to 1 per city -- full stop, end of story. Extra copies of a luxury provide no more amenities, no matter how many cities you have. Extra luxuries are only good for two things: (1) to be traded to another civ in exchange for whatever you might want or need (including perhaps another unique luxury that will provide 4 amenities) or (2) to serve as back-ups or hedges for the risk that your first copy of that luxury might get pillaged, or be located in a city that is conquered by another civ, or otherwise lost through some unimaginable calamity.

During the pre-release period, the community convinced itself (on zero evidence, but oodles of wishful thinking) that a second copy of a luxury could provide 4 more amenities (for cities 5 through 8), that a third copy could provide another 4 amenities (for cities 9 through 12), etc. All of that was incorrect, and remains incorrect.
 
The help screen for Ziggurat says at the top that you get +1 Culture if next to a river and on the right side it says under "Traits" "+1 Culture (Requires Natural History)". Is the last bit on the right a mistake? I just built a Ziggurat next to the river at the beginning of a game (I'm not even close to Natural History) and yet I got the culture bonus.
 
Corps / Armies

What exactly makes a corps? Two same units? Two diff? Any drawbacks? What happens to the experience between them?

A corps is two of the same units (two field cannon, two infantry, etc.), while an army is three of the same units. A corps or army can still form an escort formation with a support unit, civilian unit or religious unit.

When a corps or army is formed (it is one-way formation, by the way --can't be un-formed), the entire corps or army gets the promotions of the most highly promoted component. So, if you have, for example, 2 well-promoted "veteran" musketmen and two unpromoted "rookie" musketmen and want to form 2 corps, you are far better off having each "rookie" musketmen form a corps with one of the veterans -- both resulting corps will get the promotions of the two veterans. If you instead merged the two veterans together, and then merged the two rookies together, the veteran corps would have just one set of veteran promotions and the rookie corps would have none.
 
The help screen for Ziggurat says at the top that you get +1 Culture if next to a river and on the right side it says under "Traits" "+1 Culture (Requires Natural History)". Is the last bit on the right a mistake? I just built a Ziggurat next to the river at the beginning of a game (I'm not even close to Natural History) and yet I got the culture bonus.

When you research Natural History (a late game civic), your Ziggs will generate an additional +1 culture on top of their default +1 culture from being next to a river. So a river-side Zigg will eventually generate +2 culture.
 
When you research Natural History (a late game civic), your Ziggs will generate an additional +1 culture on top of their default +1 culture from being next to a river. So a river-side Zigg will eventually generate +2 culture.

But why doesn't it say that in the civics tree or help screen for Natural History?
 
A unique Luxury provides 4 amenities, limited to 1 per city -- full stop, end of story. Extra copies of a luxury provide no more amenities, no matter how many cities you have. Extra luxuries are only good for two things: (1) to be traded to another civ in exchange for whatever you might want or need (including perhaps another unique luxury that will provide 4 amenities) or (2) to serve as back-ups or hedges for the risk that your first copy of that luxury might get pillaged, or be located in a city that is conquered by another civ, or otherwise lost through some unimaginable calamity.

During the pre-release period, the community convinced itself (on zero evidence, but oodles of wishful thinking) that a second copy of a luxury could provide 4 more amenities (for cities 5 through 8), that a third copy could provide another 4 amenities (for cities 9 through 12), etc. All of that was incorrect, and remains incorrect.
But if that's the case, why am I able to trade more than one copy of a luxury? Do the AI players not realise they are redundant?
 
What modifies the envoy threshold of influence?

For instance, when I upgraded from Oligarchy to Monarchy, the threshold jumped from 150 to 225. In the mouse-over information in the Government screen it says that the threshold is 100 for Chiefdom, 100 for Oligarchy and 150 for Monarchy? Is this simply incorrect, or are there other things influencing the threshold?
 
Does the Pantanal count as a Marsh for the Lady of the Reeds Pantheon? It says "appears as Marsh" but not sure what that means.
 
I'm gonna post this here not as a quick question but as a quick answer) The inspiration for craftsmanship says "improve 3 tiles" but really it should say "have 3 tiles improved". Because if, let's say, you grabbed a builder, improved 2 tiles, then barbs appeared and pillaged them and after that you spent your last builder charge to improve a third tile you don't get a boost. Just found out

Yeah, the in-game info has a lot of misleading, missing, and just plain wrong information. Along the same lines, the Eureka boost for Archery says "Kill a unit with a slinger." But this only work if your slinger attacks. If your slinger kills a unit while defending, you don't get the boost.

Yeah, I _finally_ saw the button had appeared on the relevant unit. (The icon is an abstraction of a round medal hanging on a ribbon.) It appears on the left side of the unit's Action buttons.

Thanks for the Reply!

A couple of things I have noticed.

First, the promotion button will not display unless the unit has remaining movement. This makes sense.

Also, the button will not show up if the unit current has pending movement orders. So if you order a unit to do a move that will take more than one turn, you have to explicitly cancel that unit's movement first before you can promote it.

This drove me nuts because I'd get a notification on the right-hand side that I had a unit with a promotion and I'd click the button and the game would take me to that unit, but there was no button.
 
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A couple quick questions:

1). Are multiplayer games all "play the whole game in one sitting", or is there an online mode where each person takes their turn whenever they're on, without needing to play all or most of the game at once? I'd love to play online occasionally, but my internet connection cuts out every few minutes, because rural Vermont has less reliable internet connectivity than my turn 1, 4000bc pop 1 civ.

2). Is there an option I'm missing to make the game automatically go to the action I can see on the map between turns while the AI plays? Ill often have a few different fronts I'm keeping my eye on, and I can't manually see them all in "real time", would be nice to automatically view AI combat and troop movements.

Thanks!
 
Is there any advantage to making farms next to fresh water?

No other official tutorials, but there are a number of YouTubers who are playing early games, and many of them have decent commentary. Check out the Stories & Let's Plays forum: http://forums.civfanatics.com/forums/civ6-stories-lets-plays.543/ Also check out MadDjinn's Beyond the Monument series -- the new episode 28 focuses on a variety of Civ VI mechanics and decisionmaking: http://forums.civfanatics.com/threads/beyond-the-monument-returns-oct-22nd.600165

That video was exactly the kind of help I was looking for. Thanks :D
 
why can't i build a campus surrounded by the mountains (it would get +6):

campus.jpg


looks like need bronze working is the most likely answer. the autosave got deleted unfortunately and i can't check
 
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Quick question from one that has never played a Civilization:

How does the airplanes function? Can they only go 'so far' from the landing strip? I.e you are not able to move them around freely on the map unless they are in the vicinity of an airport?
 

No worries. I found out that you could myself by accident. Was going to attack the city and did not see that I used a melee ship. My game CTD however, but that happens on this save whenever I try to conquer a city, and is off-topic.
This is my first Civilization game ever and just happy that I am able to help others with the little experience I have.
 
Quick question from one that has never played a Civilization:

How does the airplanes function? Can they only go 'so far' from the landing strip? I.e you are not able to move them around freely on the map unless they are in the vicinity of an airport?

If air combat is similar to 4 and 5 (which I'm assuming it is, not read anything related to the contrary), air units cannot enter regular tiles the way all other units can. They will be stationed in certain tiles (the airport or the city center, I'm not very sure), and can attack/intercept units on each turn within their range (which varies for different units).

I tried to play a game on Prince difficultly and got whalloped by barbarians and even the other civs being cheeky bastards and settling right next to my city. Is more of an incentive to go to war at the higher difficulties just to get them out of your face.

Check if barbarian outposts have horses nearby, and eliminate those first. Those pesky horse units are produced quite fast.
And in my experience, at the higher difficulties you should prioritize settlers when you see a good spot near you (sidelining non-urgent building if necessary). If you manage to grab all the great city spots, you should be halfway to victory :) (Well not quite, but you get the idea).
 
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