Las Vegas is on the desert, but it would not be able to support a large gambling industry if it weren't for the Hoover Dam to create Lake Mead even if gambling were legalized.
Oh, and Lake Mead is drying up, which means that Las Vegas is actually unsustainable.
I wish desert terrain had some sort of attrition effect on units' health.
"Desert" civ would be excluded or suffer less from this effect, and oases would allow units to replenish their health.
Deserts are notoriously harsh environments and have historically presented barriers to human movement and settlement. During one of the crusades, for instance, entire crusader armies were decimated before reaching their intended objectives because they ran out of food and water in the desert.
The same should apply to snow, tundra, and jungle tiles.
Aren't there plenty of "lost" empires in Asia (e.g. Khmer) and South America (Maya) that attribute their collapse to how hard it is to provide potable water to a large tropical population? Not rhetorical. Genuinely curious.Living in the jungle is nowhere near as hard as you make it to be, you only need to find a source of fresh water and have knowledge about the plants.
Sure, like Napoleon's marching his troops to Egypt (supposedly in full regalia), or how many people Hannibal lost trying to drag a few dozen worthless elephants over a mountain range.I wish desert terrain had some sort of attrition effect on units' health.
"Desert" civ would be excluded or suffer less from this effect, and oases would allow units to replenish their health.
Deserts are notoriously harsh environments and have historically presented barriers to human movement and settlement. During one of the crusades, for instance, entire crusader armies were decimated before reaching their intended objectives because they ran out of food and water in the desert.
The same should apply to snow, tundra, and jungle tiles.
The disconnect here is that in the real world, you don't need to establish a large population center in order to define an imaginary boundary or to harvest a resource or to build a military base to protect your imaginary boundaries within which your are harvesting a resource. Plenty of oil drills pumping away out in the middle of climate extremes all by their lonesome.There are always going to be exceptions to the rule, I suppose. The Touareg and Innuit come to mind as further examples of populations that have managed to survive and establish themselves in inhospitable climates.
However, by and large, these types of terrain are not conducive to to supporting large numbers of people - either due to limited carrying capacity, climate extremes, or the threat of wildlife and disease - and have historically presented significant barriers to human exploration and expansion.
Sure, like Napoleon's marching his troops to Egypt (supposedly in full regalia), or how many people Hannibal lost trying to drag a few dozen worthless elephants over a mountain range.
The disconnect here is that in the real world, you don't need to establish a large population center in order to define an imaginary boundary or to harvest a resource or to build a military base to protect your imaginary boundaries within which your are harvesting a resource. Plenty of oil drills pumping away out in the middle of climate extremes all by their lonesome.
That's why a city can work 3 tiles out (5 for strategic/luxury resources)
Given that access to resources would be the main reason to settle in the desert, the reason why a player would concern himself with doing so is the distances you've mention don't cut it. It's not the desire to build a city in the desert that's unrealistic, it's the need to do so just to drop an oil rig
You still have cities ~3 tiles out... ie one city with 3 tile range = Saudi Arabia.. or Alaska..All the countries around the Sahara.
The cities in those areas are basically the support you need to run the oil rig 500 miles away... and its OK that the city stays small (its actually better that is stay small since then you won't divert luxuries to it.)
Sure, but you don't need a city to support an oil rig. You can drop those far away from any hint of civilization. Way off-coast out in the ocean, up in arctic regions.
Not sure why I'm having difficulty communicating this point, but the assertion that I was initially addressing is the supposition that players should be steered away from settling in extreme climes through city unsustainability. The reason players need to do it sometimes is that the three tile range doesn't consistently accommodate this notion. You'd just wind up with untappable resources (as sometimes does happen with off-shore resources in Civ V).
Of course those trade routes are Imperial level, and much more limited (It seems like internal tr are +1 food, +1 prod base and then districts either add +1 food or +1 prod)As long as the city have access to a few resonable good neighbourhood tile it can grow large with the help of trade routes.
I would very much like forts to spread a tiny bit of culture and connect any resource they may be placed on top of, no matter where. One would, however, need to build a road from the fort to a friendly city, or to the coast - provided there is a route available and visible between this coast and a city of yours - or wait until one has discovered Flight.
There aren't food-specific districts, so which actually supply that?Of course those trade routes are Imperial level, and much more limited (It seems like internal tr are +1 food, +1 prod base and then districts either add +1 food or +1 prod)
so a end game internal tr to your capital may be 5-6 food not the 13-16 food of BNW.
Could neighbourhood add food to the trade route, aqueduct may as well. Both use the color green which may mean that they countribute food to the trade route.
They have said you may need less farms as the game move on and thus they could mean that because neighbourhoods increase food yield from trade routes you will need less farms to support your city.