Raze Capitals

I think they want to avoid automation where possible. Which is another point against puppets (it's a sort of automation).

I suppose if you don't want to manage that city you can:
1. Raze it - especially if the city is bad
2. Assign a building queue that will hold for the next 200 turns (Although to really work you'll need to be able to pick buildings that you can't build right now, and it will put the prerequisites in the queue as well, a nice feature but I don't know if it will be included).

And perhaps the cost to annex would not be too great.
 
Yes, there are no puppet cities in the videos we saw. But they aren't really a critical mechanics. Puppet cities (and restrictions forcing to use them) are generally a way to decrease things player manages. Honestly, I'd prefer full control over cities and less penalties for going wide.
 
Maybe civ 6 doesn't have puppets at all? Happiness is local now, maybe the options are either take or raze.
 
Yup, also remember that other than Exploration, Ed feels that "automation is a sign that the design is flawed". Puppets were automated cities in their essence, and pretty much always puppeted conquered cities because I didn't want to jack up my costs
 
Yup, also remember that other than Exploration, Ed feels that "automation is a sign that the design is flawed". Puppets were automated cities in their essence, and pretty much always puppeted conquered cities because I didn't want to jack up my costs

Requiring Automation may be a sign that design is flawed.... but in that case the fundamental concept of civ (buildings in cities) is flawed for a large empire. (ie of more than 10 or so cities..... if you have more than 10 or so, they aren't all special little snowflakes worthy of your attention)

Given what they have so far, having a city governor that builds no districts/Wonders/units, but instead only builds buildings for the Districts you have placed would be incredibly useful.
(Choose which districts for the city and then the Governor fills them out)

(although it does look like there is some choice in the buildings you can build within a district [Barracks v. Stable].... but you could always interrupt that)

I Would like to see a "Build queue" for non placed buildings that could be stored and then reused from game to game. (ie build this building if available otherwise build the next one available on the list) [also because the projects have defined length you could include projects]

........................

It would be interesting if they radically changed the concept though...

Puppet, provides Nothing to your empire (no science, gold, faith, culture, great person points, etc.)..except territorial control, wonder effects, resources... in return you get a reduced tech penalty from that city. (or any other per city empire penalties are reduced..especially any that are specific to conquered cities)

(the puppet does build buildings in its districts and grow its pop but thats it)
 
I'll be happy with either slavery or genocide. :D The rebel units are a good idea, but 100 units is major overkill imo. I'd say a city should spawn a rebel for every other pop, so 10 rebels for razing a level 20 city (or it could be random, from 5-15).

I really loved making constantly starving 'mining towns' / labor camps in remote snowy or hilly areas in Civ III. :whipped: I hope that mechanic returns in some form, although importing food in some way would be a less tedious way to implement this, as you wouldn't have to keep adding new slaves to the city each turn.
 
Back
Top Bottom