LORD ORION
Warlord
- Joined
- Jan 14, 2015
- Messages
- 239
At the moment it looks to me like it's a very good idea to avoid water-cities if possible (assuming a defensive playstyle). Low growth, low defense, harder to secure trade routes... and spending production to acquire new tiles means delaying everything else... with no obvious upside as far as I know. Well, ocean-only buildings maybe, but that's about it.
So overall I agree that ocean cities look like a "bad deal" - I assume it will mostly be a backup-option for people who are looking for quick, efficient games. Which is a bit of a shame, but not surprising given the fact that everything else about the AddOn already tells us that it's not designed for people who want a challenging experience but rather for people who enjoy a more casual and "laid back"-experience. Balance-mods will fix that for us.
Most Water-Resources are somewhat culture-centered, there is no (or only 1?) really high food-tile. As far as I can tell it will be equivalent to something like a Plains-Only city with some fiber here and there - which is already the most suboptimal start that you can get in non-desert (without Tubers and/or Floodplains) or Tundra-areas. Resources are only useful early on when they're better than farms, later on most resource tiles become useless - with the exception of high-food and high-production tiles - because it's just better to work an academy instead.
I can think of a couple reasons to have 1 or 2 water cities per game.
1) Surround an enemy into a region
2) Collect resources you desperately need. (eg: On an island that would be pointless to build a land city on)