Abraxis
☮
They get costal water which only give +1 housing instead of +3.
Does this mean a coastal city on a river delta gets +4 or +3?
They get costal water which only give +1 housing instead of +3.
Ocean/River housing output doesn't stack. You get the highest of the two.Does this mean a coastal city on a river delta gets +4 or +3?
This is not about realism, its about balance. If we wanted realism then cities wouldnt expand 3tiles in all directions, they could expand in 1direction. Sea trade routes would also be 100 times as powerful due to capacity and speed during the ancient times. Money could buy food and production and in fact coastal cities would be the most powerful and rich in the world a la London, Alexandria, Venice, Istanbul, New York, Honk Kong, Singapore änd a big chunk of some of the world's most prosperous nations' capitals.
at the moment sea based resources are significantly worse than land ones, and I'm at a loss as to why. I'm also surprised people are blindly rationalizing it away. The same thing happened with the ai and then we saw what happened.
This is a problem because in the real world there are tons of costal city and they have been the most important cities of the world, in Civ VI instead they will be few and pretty weak, if this teory is confirmed. It's ok if desert tiles are worse than wood one for example, because that's how the world works, but seeing the sea almost totally useless (or worse than the land tiles anyway) is simply wrong and bad, not only for immersion but because there is an entire part of the game that focus on boat/sea resources and that part would be totally useless.I just fail to see why it's a problem. Some areas are better than others... that's not a balance problem. You wouldn't want any area to be a great place to plop down a city would you ? Otherwise where are your choices ?
So... most of the times coastal cities won't be a great choice. This is a problem because... ?
From a historical perspective, I think this is fine; oceans don't provide as much value as good land with fresh water, and never have. From a gameplay perspective, I can't say whether this will be good or not. That could be another story entirely. I'm also concerned about the value of the oceans for trade, which is where Civ V fell flat on its face for me.
Bumpyglint is mostly right about sea ressources. Their yields are comparable to land tiles without ressources. An improved fish is 3 food and 1 gold. A mine on a hill is 2 food and 2 production which is most of the time better. The harbour only gives better yields to adjacent ressources and most of the time you'll have only one, two if your are lucky. Now, since water tiles are so bad and there is very few luxuries (I haven't seen oil too but I might be wrong) there is no competition to settle cities there. That means navy will be less important since there will be very few coastal cities to attack. I don't really understand why so much people seem to be fine with this. There has always been a building that gave 1 food to water tiles since at least civ 3 and there wasn't any balance issue because of that. I wonder why the developers have decided to change that.
you don't have unlimited land and sea tiles are better than no tiles.
It's possible sea resources need a buff, but when did you want to work coastal tiles in CiV ? Basically never.
That's the definition of imbalance. When a tile is better than literally nothing then we know we have a problem. Sea resources should be on par with land ones, although in civ5 mods which enhanced the game, sea resources were slightly better to make up for the wasted tiles.
You are misinterpreting my words. Sea tiles are "free", because you mostly don't need to compete with other cities to grab them. If they are as good as land tiles, settling on the coast is always better. Sea tiles need to be somethat worse than land ones to be balanced.
It's possible sea resources need a buff, but when did you want to work coastal tiles in CiV ? Basically never.
Yeah they always been worse than land tiles which is normal since they need no improvement but at least your city could have some growth with the 2 food yield. Now you can't even have that. Also in civ 5 harbour and sea trade routes were exclusive to coastal cities so it was normal that water tiles had worse yield for balancing the game. In civ 6 you just need a water tile to have access to the trade routes so not only coastal cities have lost their main advantage over continental cities but they also have worthless tile yields. For me it is a balance issue and it also saddens me since I've always liked to settle on the coast. I would really like that firaxis allowed the construction of fishing boats in every water tile. This will solve the problem for me.
They should not be "always" better, they should have the SAME potential, AT LEAST in the long term when you build improvement, fishing boats ecc...You are misinterpreting my words. Sea tiles are "free", because you mostly don't need to compete with other cities to grab them. If they are as good as land tiles, settling on the coast is always better. Sea tiles need to be somethat worse than land ones to be balanced.
And if you can't? Sea tiles need to be more useful than nothing, but less useful than land tiles, that's how it is. For how much - it's the question of balance fine-tuning.As you say they need to be somewhat worse and they are indeed but the problem isn't the base yield, the problem is that you cannot do anything to improve it. A land tile without resources can have improvements and districts. A water tile without resources can only have a harbour district which means that only 1 tile will be useful. The other ones will be completely useless. Let's be honest, why would you work a water tile that gives 1 food and 1 gold when you can send your citizen to work to the commercial district and get 4 gold ?
If free tiles have the same potential as those you compete for, they are always better. That's simple.They should not be "always" better, they should have the SAME potential, AT LEAST in the long term when you build improvement, fishing boats ecc...
That's no sense, you compete for all the tiles in the world togheter, they are not "free". And obviously I'm not saying that a sea city surrounded by nothing should be better than a land city with tons of resource. But a sea city with a lot of resources should be equal to a land city with a lot of resources, that's simple. It's not "free", you still try to catch that resources, so I don't get your problem with this.And if you can't? Sea tiles need to be more useful than nothing, but less useful than land tiles, that's how it is. For how much - it's the question of balance fine-tuning.
If you have a city 5 tils away from the cost, you could build second city closer to the first one with tile overlap or on the coast with free coastal cities. It's really interesting choice, because if you don't consider growing those cities too much, overlap could be better, but if you want to get maximum out of them, grabbing free sea tiles will give you more.
I'm not saying that's currently balanced - I didn't play the game. But most of the other posters here didn't as well.
If free tiles have the same potential as those you compete for, they are always better. That's simple.