Watching the video again, I think you're right. It's empire-level Happiness instead of city-level Happiness, and the "per tile" refers to the tiles of the wonder.
As guilty as i am for loving huge yield tiles in Civ6, i do hope they didnt go overboard with it in Civ7. HK is an example of how ludicrous it can get, and how impossible it can be to balance.
If we infer that the Khmer unique ability is a special case, then no, urban districts would not be affected by vegetated tiles, even if they don't remove them.
Looking at this screen shot from the exploration age stream, it appears that the food, production and happiness all appear on the wonder’s tiles.
Doubled because of Isabella, not sure how that ends up at 6 of each yield, maybe there’s another effect at play. Of note is the existence of an “Expedition Base” improvement on the tile like we saw on a mountain tile in the modern age stream, perhaps that accounts for the extra yields.
The image doesn’t seem to help with determining the urban district/vegetated interaction as far as I can tell.
I worry that the whole Yield Inflation issue will cause balance issues for things like Natural Wonders.
If wonder yields are static over all three Ages than they are likely to be overpowered in the Antiquity age but virtually useless by the time you get to Modern.
The Redwoods are a perfect example. Early game +2 Food, +2 Production along with +1 Science and +1 Culture per veg is crazy powerful! But by the Modern age when you have tiles with 30+ yields, the Redwoods are going to just be a rounding error in your cities overall yields. Natural wonders could actually hurt you city in the late game because they occupy tiles and limit your building.
The Redwoods are a perfect example. Early game +2 Food, +2 Production along with +1 Science and +1 Culture per veg is crazy powerful! But by the Modern age when you have tiles with 30+ yields, the Redwoods are going to just be a rounding error in your cities overall yields. Natural wonders could actually hurt you city in the late game because they occupy tiles and limit your building.
I always read the Production bonuses of forests in the Civ series as implying that people are indeed cutting them down for wood and charcoal. In terms of the mechanics, working a forest tile is not the same as deforesting the entire thing in one go.
I worry that the whole Yield Inflation issue will cause balance issues for things like Natural Wonders.
If wonder yields are static over all three Ages than they are likely to be overpowered in the Antiquity age but virtually useless by the time you get to Modern.
The Redwoods are a perfect example. Early game +2 Food, +2 Production along with +1 Science and +1 Culture per veg is crazy powerful! But by the Modern age when you have tiles with 30+ yields, the Redwoods are going to just be a rounding error in your cities overall yields. Natural wonders could actually hurt you city in the late game because they occupy tiles and limit your building.
Yes, I've brought it up several times - this is one of my concerns with the game right now. I really think they missed a trick to flatten yields at the beginning of each age as well as making later buildings provide % yield bonuses to the city rather than flat bonuses. Smaller numbers are easier for the player to parse and make each yield modification more meaningful.
Yes, I've brought it up several times - this is one of my concerns with the game right now. I really think they missed a trick to flatten yields at the beginning of each age as well as making later buildings provide % yield bonuses to the city rather than flat bonuses. Smaller numbers are easier for the player to parse and make each yield modification more meaningful.
They do drop the adjacency bonuses for earlier era buildings on a new age, so that's at least one spot that drops things back a little bit. But yeah, it's always a weird balance. If every tile is giving you like 20-30 yields, then yeah 2 food and 2 production on a natural wonder tile is going to be a pretty wasted tile later on.
In 6, you always have some weird cases, where one part of my brain is like "don't settle a +0 campus, settle the +2", while another is like "NOOOO! The +2 tile already gives you a bunch of food, take the +0 tile that's on a plains tile you can't get anything else built on". Or to have cases where I just don't want to build a district because it's going to get rid of like an 8 food tile...
Yes, I've brought it up several times - this is one of my concerns with the game right now. I really think they missed a trick to flatten yields at the beginning of each age as well as making later buildings provide % yield bonuses to the city rather than flat bonuses. Smaller numbers are easier for the player to parse and make each yield modification more meaningful.
Isn’t it mostly due to the specialists that the yields are so high? I think this is a good thing because in Civ6 there was 0 incentive to have a specialist.
Isn’t it mostly due to the specialists that the yields are so high? I think this is a good thing because in Civ6 there was 0 incentive to have a specialist.
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