Resources and Districts

wayneb64

Prince
Joined
Nov 21, 2005
Messages
341
What happens when you discover a resource and it's under a district? In Civ V if you happen to place a great person improvement and say oil is discovered under it, you don't have to sacrifice the improvement, you automatically get credit for it. Will the same thing be true in Civ VI?

Districts seem like a huge investment and there is no way to know what may be discovered there later in the game.

Are there even great person improvements in Civ VI? Do we know what they even can do? (The great people that is.)
 
The District connects the resource.
 
Not a fan of the on/off nature of resources being either connected empire-wide, or not at all. Would be better if resources had to be worked to extract them, and availability was based on trade routes to specific cities.

So, if you want to build swordsmen in your military city, you need a developed iron resource and enough citizens working it to send enough iron along connected trade routes to support the rate you build them.
 
Not a fan of the on/off nature of resources being either connected empire-wide, or not at all. Would be better if resources had to be worked to extract them, and availability was based on trade routes to specific cities.

So, if you want to build swordsmen in your military city, you need a developed iron resource and enough citizens working it to send enough iron along connected trade routes to support the rate you build them.

So no resource amount but the amount you get is based upon how productive the city is?
Sounds really good actually but it sadly wont work like that.
 
Not a fan of the on/off nature of resources being either connected empire-wide, or not at all. Would be better if resources had to be worked to extract them, and availability was based on trade routes to specific cities.

So, if you want to build swordsmen in your military city, you need a developed iron resource and enough citizens working it to send enough iron along connected trade routes to support the rate you build them.

I'd personally like to see the return of Trade Networks return

- Can't trade with other civ if you have no trade route/road between one another.

- Other Cities don't benefit from your resources unless they are connected to your trade network

etc.
 
Not a fan of the on/off nature of resources being either connected empire-wide, or not at all. Would be better if resources had to be worked to extract them, and availability was based on trade routes to specific cities.

So, if you want to build swordsmen in your military city, you need a developed iron resource and enough citizens working it to send enough iron along connected trade routes to support the rate you build them.

I get your point. Would soon become a spreadsheet instead of a game I think.

The design isn't really meant (in my opinion) to be a resource transportation game. It takes place at a higher level than that.
 
I have no problem with the way resources get connected to your civ. But maybe a way to improve the yield with advanced tech? E.g. you connect a 2 coal resource but you tech it up later and becomes 3 coal. With limited builder charges it might give you more to think about.
 
I get your point. Would soon become a spreadsheet instead of a game I think.

The design isn't really meant (in my opinion) to be a resource transportation game. It takes place at a higher level than that.

Agreed, that's the danger to be avoided. Needs to be a simple system, but I think it can be, and can make choices of how to develop a city and how to use trade a lot more interesting.
 
I'd personally like to see the return of Trade Networks return

- Can't trade with other civ if you have no trade route/road between one another.

- Other Cities don't benefit from your resources unless they are connected to your trade network

etc.

Isn't it like that in civBE? Yes I agree that makes more sense hope they implement in civ6 as well
 
Isn't it like that in civBE? Yes I agree that makes more sense hope they implement in civ6 as well

I was thinking more on Civ 4, for example, if you have two coppers near your second city but neither of them are connected you can't trade your copper away. Stuff like that.
 
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