Hmm, the Trading Post mention I saw was in a window left of the bottom bottom right production/end turn UI. I didn't recall seeing a white improvement icon though. I /thought/ I saw a time improvement on the map but it may have been an in construction Entertainment Dostrict
Hmm, the Trading Post mention I saw was in a window left of the bottom bottom right production/end turn UI. I didn't recall seeing a white improvement icon though. I /thought/ I saw a time improvement on the map but it may have been an in construction Entertainment Dostrict
I'm saying "trading posts" are identified by a 3D white minimally shaded icon. Every other one of these icons are an identifier of an actual tile improvement. What that means I can't say, but it seems pretty significant.
In that moysturfurmer's video there's also a possibility to build 'Potala Palace' wonder in the build menu, not sure if anyone has mentioned it yet. Seen here, also some religious combat:
I'm saying "trading posts" are identified by a 3D white minimally shaded icon. Every other one of these icons are an identifier of an actual tile improvement. What that means I can't say, but it seems pretty significant.
No dragons? No falling down? (Well, this maybe yes, but the paper wasteland in the middle provides enough safety... And a reason why water is kept in the oceans
This issue with these suggestions is that it appears for both internal and external trade routes.
And if it's just flavor, why would there be a *notification* of it? Notifications are used much more sparingly in this iteration, so it seems like it should indicate something to, you know, take note of.
I'll hazard a guess that it might be related to a mechanic where the more often you send a TR to a destination the more profitable it becomes, a la BE's station TR mechanic.
I think this is the answer. It certainly isn't *just* flavor, because they wouldn't bother to make an icon for it. It has a gameplay purpose, which needs an icon to be recognizable.
Maybe trading posts will keep giving you some small benefit (i.e. 1-2 gold per trading post) even without a trade route?
They could be similar to the "city is connected by roads" mechanic in Civ V, only extending as well to foreign civ cities. (Also, in foreign cities, there could be an additional plus of intrigue benefits)
They could be similar to the "city is connected by roads" mechanic in Civ V, only extending as well to foreign civ cities. (Also, in foreign cities, there could be an additional plus of intrigue benefits)
Maybe trading posts will keep giving you some small benefit (i.e. 1-2 gold per trading post) even without a trade route?
They could be similar to the "city is connected by roads" mechanic in Civ V, only extending as well to foreign civ cities. (Also, in foreign cities, there could be an additional plus of intrigue benefits)
The point of the icon is probably so that, in the "make trade route" screen, you can easily tell which cities already have trading posts from prior routes. This could be because trading posts affect routes, or really anything else.
Maybe trading posts will keep giving you some small benefit (i.e. 1-2 gold per trading post) even without a trade route?
They could be similar to the "city is connected by roads" mechanic in Civ V, only extending as well to foreign civ cities. (Also, in foreign cities, there could be an additional plus of intrigue benefits)
Thanks. Was hoping to get a shot with yield icons on, but this at least denies one possible theory I was coming up with to explain the fact that cities seemed to be getting a lot more food than I was expecting. Now I think I just need to look closer for other explanations
Thanks. Was hoping to get a shot with yield icons on, but this at least denies one possible theory I was coming up with to explain the fact that cities seemed to be getting a lot more food than I was expecting. Now I think I just need to look closer for other explanations
The growth curve seems to be very different than civ 5, growth is more limited by amenities and housing. Filthy had pop 4 at turn 20 just working 2F tiles, for example.
Not sure if this has been talked about but the "feudalism" civic grants +1 food to each adjacent farm when 3 farms are adjacent to each other. So that is confirmation of how adjacent farms will get a big boost. You will definitely want to have a lot of adjacent farms in civ6.
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