Screenshot analysis!

id imagine if greece were to have two leaders they would acutally have two uu's and everythig as they are fairly different cultures and leaders.

sparta i would imagine would end up having a spartan hoplite type of unit while the athenians would perhaps have a cavalry or ship unit.

for athens i would imagine they would actually get additional policy slots as they were a early democracy while sparta id imagine would gain a combat buff against an empire with more units that scales up i.e +5 for a small difference and +10-15 for a larger one etc

i will admit my sparta does play into the 300 film a little much XD but the principle is sound.
 
Everything we have been shown so far tells us that every civ get a

Bonus
Unit
Building/District/Tile Improvement

Then the leader gets bonuses, so there is nothing to say that both leaders will get different units
 
Everything we have been shown so far tells us that every civ get a

Bonus
Unit
Building/District/Tile Improvement

Then the leader gets bonuses, so there is nothing to say that both leaders will get different units

well you cant really discern that as there hasnt been a dual leader civ yet so we dont what gets attributed to the leader and what gets attributed to the civ.

however i do agree with your hunch over what is civ related and what is leader related so i wouldnt expect to much of a difference from pericles and gorgo (unless they magically get split into two civs)
 
And this is something what I was talking about in the other thread. This looks like an awful location for city in Civ5, but here... Just settle on the river, get Holy Site/Campus in that tile with 4 adjacent mountains, and you have science/faith superpower. And add some other districts next to it, if food allows it.

Spoiler :
a3967c2d4ec300b176f4f67d67fbf3ee.jpg

except...

where's the food coming from?

you can't farm tundra in civV, (minor weird exceptions did happen) there's not a lot of forests and a sheer lack of food type resources.

So yeah, probably good enough if you really needed a campus in there (some small amount of food would be possible) and maybe add a harbour if you can stack enough food (probably need the trade route to feed the city, so it's not exactly a net gain).


if the map scripts are similar enough to civV though, there's a high chance of important strategic resources in that area (a lack of bonus resource always indicates strategic resources).
 
except...

where's the food coming from?

you can't farm tundra in civV, (minor weird exceptions did happen) there's not a lot of forests and a sheer lack of food type resources.

So yeah, probably good enough if you really needed a campus in there (some small amount of food would be possible) and maybe add a harbour if you can stack enough food (probably need the trade route to feed the city, so it's not exactly a net gain).


if the map scripts are similar enough to civV though, there's a high chance of important strategic resources in that area (a lack of bonus resource always indicates strategic resources).
Food would mostly come from animals on the tundra like caribou

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Everything we have been shown so far tells us that every civ get a

Bonus
Unit
Building/District/Tile Improvement

Then the leader gets bonuses, so there is nothing to say that both leaders will get different units
Except that some leaders do have their own units, eg Roosevelt's rough riders
 
Settling to that environment makes more sense if the player has "Dance of Aurora" Pantheon. Put Holy site on a hex surrounded by tundra and then put Campus on the spot surrounded by mountains. With granary, watermill and trade routes it is probably possible to have a decent sized city even on that environment. It is certainly not optimal place for city, but this city would have extremely good places for Campus and Holy site.
 
well you cant really discern that as there hasnt been a dual leader civ yet so we dont what gets attributed to the leader and what gets attributed to the civ.

however i do agree with your hunch over what is civ related and what is leader related so i wouldnt expect to much of a difference from pericles and gorgo (unless they magically get split into two civs)

We have seen the leader selection screen and this is how they break it down
 
Settling to that environment makes more sense if the player has "Dance of Aurora" Pantheon. Put Holy site on a hex surrounded by tundra and then put Campus on the spot surrounded by mountains. With granary, watermill and trade routes it is probably possible to have a decent sized city even on that environment. It is certainly not optimal place for city, but this city would have extremely good places for Campus and Holy site.

oh yeah, it's possible to get 2 districts there with a trade route or two, and those two specifically with that pantheon would be great.

But this would probably be the injection into the 'wide and tall isn't a thing' argument.

Expanding there makes sense for that setup, but don't expect it to be 'big' long term. So you'd want to be there, but know beforehand it'll be one of the smaller cities that is specialized to what you want there. Which is better than CivV's setup.
 
As far as we can tell, though, building a district anywhere increases the cost of all future districts everywhere in your empire, so it likely won't be optimal to found small tundra or desert cities simply to grab a few good district spots. Otoh, the general lack of percentage modifiers mitigates this effect to a great extent. I just hope they haven't balanced the entire expansion mechanic around increasing district costs, as it has an ominous resemblance to the hated global happiness of Civ V. :scared:
 
You can get massive amount of faith with holy district from thundra and desert with the correct parthenons.

I think you can win without building a single district (so district are useful but not necessary).

One interesting thing is that city centers do increase district cost, district do not increase settler cost so one strategy would be to found a few cities, build them up and then go on an expansion spree and found many cities that will not build districts but because they will still greatly improve your economy because the more citizens you have the more science, culture and other resources you will get.
 
You can get massive amount of faith with holy district from thundra and desert with the correct parthenons.

I think you can win without building a single district (so district are useful but not necessary).

One interesting thing is that city centers do increase district cost, district do not increase settler cost so one strategy would be to found a few cities, build them up and then go on an expansion spree and found many cities that will not build districts but because they will still greatly improve your economy because the more citizens you have the more science, culture and other resources you will get.

There is the problem that to get more citizens, you need more housing, and one source of housing is buildings in districts (as well as the special "housing districts" of neighborhoods and aqueducts)
[although you get some housing for farms, plantations, pastures]
 
You can get massive amount of faith with holy district from thundra and desert with the correct parthenons.

I think you can win without building a single district (so district are useful but not necessary).

One interesting thing is that city centers do increase district cost, district do not increase settler cost so one strategy would be to found a few cities, build them up and then go on an expansion spree and found many cities that will not build districts but because they will still greatly improve your economy because the more citizens you have the more science, culture and other resources you will get.

How do you know the highlighted part? I'd say we don't know, and there are definitely more arguments supporting the exact opposite.
 
Here are some more, I think civilization VI have much more deeper strategy choices then the previous civ games.
One strategy you can use is to build a few cities, build alot of district and then go on an expansion spree. This work because district do not increase cost of settlers but cities do increase cost of district.

Because there are no negative for having cities (other then the district cost) mean that the goal should be to have as many cities as possible because each citizen you have give you culture and science for just existing and more cities mean more population (it would be interesting to see how district cost increase work with neighbourhoods) because it could mean that you will either go absolute wide (get as many cities as possible) or absolute tall (build massive cities) naturally the middle way (in which you have as many cities with as many neighbourhoods as possible) could be very strong.

It could be so that you can reliably build 50 pop cities but maybe only if you have a few number of cities at the neighbourhood tech. Even more interesting is the airport and spaceport, these are district and both are important for victory (airport for culture and spaceport for science). Science victory may be impossible for a large empire because it can not afford to build a spaceport (maybe it can capture a spaceport but I do not know) and it may not be good at culture but I do not know how tourism work.

I think what I said above is very interesting because the game both encourage you to build big and stay smal. Actually I would say that the goal should always be to go big but at which point?

Naturally there is always the choice of go big early but that will lead to an underdeveloped empire, this I think work well for civs who have a unique district such as england or unique improvement because they have alot more flexibility. Some unique abilities such as Aztec work well here.

Another choice is to wait and build up a few cities. The longer you wait the more interesting districts you will unlock and the more powerful these core cities will be. Naturally you should not be passive, raid enemies and do damage to them but be patient because the goal is to outplay them bit for bit. If you can make it to the industrial era and get neighbourhoods you should be in a very good shape and you could continue to stay smal and get to airport and such.

Now I wonder how conquered cities work, maybe they become pupets that do not provide much but do not increase district cost, that would be interesting.
 
How do you know the highlighted part? I'd say we don't know, and there are definitely more arguments supporting the exact opposite.

From analysis in the district cost thread.

District cost was greater than base cost before any non-city districts had been started.

It hasn't been announced, since they are probably balancing the formula (and so it may not be true on release or by 2017)
 
From analysis in the district cost thread.

District cost was greater than base cost before any non-city districts had been started.

It hasn't been announced, since they are probably balancing the formula (and so it may not be true on release or by 2017)

Check out my posts there, not only OP. It is NOT the case in Yogcast, and NOT the case in famous Germany play (latest build).
 
I think you could settle a city in some frozen wasteland and then use internal trade routes to send food there to boost it's growth.
 
Check out my posts there, not only OP. It is NOT the case in Yogcast, and NOT the case in famous Germany play (latest build).

The German one seemed to follow the pattern, from what you wrote.

There are strange anomalies for brief periods in all of them though for sure - I suspect they are from some unseen modifier we haven't figured out yet (eg, a discount under certain conditions) or simply a bug.
 
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