Yes, that's why we know the name. We also know where it is in the tree. But we don't know what it does exactly - presumably it is similar to the EC in a way and gives amenities. But there has to be something that makes it different besides placement rules.
Or maybe the Entertainment complex will be changed and is more about loyalty than amenities, with the more late game water park being the main amenity district?
Yes, that's why we know the name. We also know where it is in the tree. But we don't know what it does exactly - presumably it is similar to the EC in a way and gives amenities. But there has to be something that makes it different besides placement rules.
Or maybe the Entertainment complex will be changed and is more about loyalty than amenities, with the more late game water park being the main amenity district?
Don't we know that amenities are already tied to loyalty anyway in one of the livestreams? Cities will already be more loyal if they are happy. It would make since that a pier with a Ferris wheel generates some sort of tourism along with amenities.
While watching the Korea video, at 52:06 they quickly hold over the entertainment complex and it say it can not be built in a city with a water park, why?
While watching the Korea video, at 52:06 they quickly hold over the entertainment complex and it say it can not be built in a city with a water park why?
While watching the Korea video, at 52:06 they quickly hold over the entertainment complex and it say it can not be built in a city with a water park, why?
I've been saying maybe tourism based off of amenities all along, although I didn't know you couldn't have both in a city up until now.
Unless it is to save room on the land for something else, which wouldn't make much since at all.
Now I understand that the whole series is a little abstract and conceptual, and you have to just accept that time and and space work a little differently than you might expect; but it's stretching my imagination a bit too much when there is a giant dedicated "water park" area the size of an entire city that stretches out miles into the ocean.
I've been saying maybe tourism based off of amenities all along, although I didn't know you couldn't have both in a city up until now.
Unless it is to save room on the land for something else, which wouldn't make much since at all.
I would suspect something like that. Anyway you don't need an entertainment complex everywhere due to the area of effect buildings so the requirement of not having an entertainment complex would not be that problematic and it will likely make cities near coast somewhat more valuable, especially together with the governor fishery improvement.
When you think about it (because, in my sense, the Water Park could only be built on coast rather than in the middle of the ocean), the only who might be reluctant to build Water Park would be, ironically, the Netherlands, because they need all this precious coast to build their sweet and wonderful tulip-powered doomsday devices-- hem, I mean, polder.
When you think about it (because, in my sense, the Water Park could only be built on coast rather than in the middle of the ocean), the only who might be reluctant to build Water Park would be, ironically, the Netherlands, because they need all this precious coast to build their sweet and wonderful tulip-powered doomsday devices-- hem, I mean, polder.
When you think about it (because, in my sense, the Water Park could only be built on coast rather than in the middle of the ocean), the only who might be reluctant to build Water Park would be, ironically, the Netherlands, because they need all this precious coast to build their sweet and wonderful tulip-powered doomsday devices-- hem, I mean, polder.
Not necessairly, in order to build a polder, the plot/tile needs to connect 3 land flat tiles, so you can still build the district by a Cliff or a smaller coastal tile with less than 3 adjacent land tiles.
There's going to be enough tiles that the Netherlands cannot polder to sneak in a Harbor/Water Park. But for certain, they're one civ that I'm not maximizing the harbor's adjacency bonus on if it would steal a valuable polder tile.
Not necessairly, in order to build a polder, the plot/tile needs to connect 3 land flat tiles, so you can still build the district by a Cliff or a smaller coastal tile with less than 3 adjacent land tiles.
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