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 BAStartGaming guy has the yields on in his later videos. But I don't think it's working properly in this build; it only shows the base yield of the tile.
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.
Map placement is going to be so much fun in this game. My favorite in CivV was finding good places for terraces as the Inca, and now that's kind of extended to everything.
Edit: He also views the entry for the palace, which suggests that you start with the palace in your capital, and after your original capital is captured you need to actually build the palace to make a new city your capital.
Nice! It says that the number of specialists that a district can support is based on the number of buildings in the district. So districts can have multiple citizens on them.
A thought on the leaf unit at the Conservation civic.
We don't see National Parks on the civic or tech trees. I know they are incomplete, but every other improvement is there. What if they have to be revealed and developed like archaeology sites.
Maybe the leaf unit is like a Park Ranger or Warden or something that makes National Parks on high appeal sites.
A thought on the leaf unit at the Conservation civic.
We don't see National Parks on the civic or tech trees. I know they are incomplete, but every other improvement is there. What if they have to be revealed and developed like archaeology sites.
Maybe the leaf unit is like a Park Ranger or Warden or something that makes National Parks on high appeal sites.
I believe it was mentioned by a developer somewhere that National Parks were built on tiles that had very high appeal. But yeah, we're not sure exactly how they are built, so maybe there is a unit there with Conservation that does that.
Edit: He also views the entry for the palace, which suggests that you start with the palace in your capital, and after your original capital is captured you need to actually build the palace to make a new city your capital.
Good catch. This is exactly how I figured they'd end up working specialists in the game, really. It makes the most sense to tie them to their specific district and have their slots associated with buildings.
However, none of the building tooltips mention specialists so I'm curious when and how they become activated if it's not automatic.
Other question about specialist are of they gain a fixed yield or multiplies the district yield? The latter culd be quite op for Japan and Brazil with the right policy card.
Also I heard in one of the videos that the Base Strength of the city is determined in part by how many units that city has produced in the past. I'll post the video if I can remember which one it was. It was one where one of the developers was talking.
The problem here is what green roofs were a link in chain of arguments for neighborhoods being district. Now we have confirmation everything is far from being finalized in the area.
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