Small Observations General Thread (things not worth separate threads)

That's what I guess as well, Siptah. But that was not the interesting part.

The question we should ask is: "if Xerxes was Rome or Greece, then who was Persia?"
Where is this screenshot from? Are we sure there was a Persia at all?
 
It was from the latest "leader attribute" reel.

and it makes sense to assume that Xerxes, in either form, plays Persia when available. Unless of course, there is another leader around that snagged Persia first instead, and locked Xerxes into Rome or Greece.
 
It was from the latest "leader attribute" reel.

and it makes sense to assume that Xerxes, in either form, plays Persia when available. Unless of course, there is another leader around that snagged Persia first instead, and locked Xerxes into Rome or Greece.
there are too many unknown factors. Maybe you can set starting civs and leaders, maybe you can have both Xerxes personas, maybe there‘s a disable historical paths/choices button, maybe he unlocked Spain as Persia and AI does use unlocked civs in some cases. I don‘t think that there is much to conclude from the fact that Xerxes can lead Spain per se.
 
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That's what I guess as well, Siptah. But that was not the interesting part.

The question we should ask is: "if Xerxes was Rome or Greece, then who was Persia?"
Perhaps he was Persia, but Hetshepsut took the Abbasids and Ashoka, World Conquerer took the Mongols, leaving Xerxes no choice but to utilize a non-historical option, Spain.
 
there are too many unknown factors. Maybe you can set starting civs and leaders, maybe you can have both Xerxes personas, maybe there‘s a disable historical paths/choices button, maybe he unlocked Spain as Persia and AI does use unlocked civs in some cases. I don‘t think that there is much to conclude from the fact that Xerxes can lead Spain per se.

Maybe the game was started in the Exploration Age and the player chose Xerxes as their leader and Spain as their civ in the game set up. As you say, so many possible variables at play here.
 
Could be. The human player was playing Machiaveli though.
 
I have a question about Adjacency: are 2 building within the same Quarter considered adjacent?

For example: if I have a Happiness Building that get a bonus for being adjacent to a Culture Building and a Culture Building has an Adjacency Bonus from a Happiness Building, will they both get a bonus if the other building is in the Quarter with it?
 
I have a question about Adjacency: are 2 building within the same Quarter considered adjacent?

For example: if I have a Happiness Building that get a bonus for being adjacent to a Culture Building and a Culture Building has an Adjacency Bonus from a Happiness Building, will they both get a bonus if the other building is in the Quarter with it?
I think it is logical that adjacency includes the building's own tile, but I haven't seen anything that specifically confirms this.
 
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So Quarters are just Unique Districts? Got it then
 
So Quarters are just Unique Districts? Got it then
District in Civ 7 is more gereral term to point out the tile with outputs. It includes Urban District and Rural District. If you built any building in any tile, the tile is Urban District. If your citizen build any improvement in any tile and be assigned to it, the tile is Rural District.

When you built 2 buildings in a single Urban District, then the District is Quarter. 2 is the cap of building amount in single District as long as we know. Quarter is technically nothing different with any other Urban District unless the number of buildings, but the game need this term to designate the target of bonuses. (e.g. +1 Science per Age on each Quarter; from the Scientific Leader Attribute Bonus)

And if you built 2 Unique Buildings in a single Urban District, then the Quarter becomes Unique Quarter. UQ has the actual unique bonuses for it unlike normal Quarters.
 
View attachment 710572

So Quarters are just Unique Districts? Got it then
This is a bit outdated. There are only 2 District types.

-Rural Districts are created by selecting a tile during a growth event, which normally automatically creates an improvement on said tile (some exceptions like Inca selecting a Mountain tile). These can then be overbuilt by Unique Improvements which add additional yields on top of all present yields, but stay Rural Districts.

-Urban Districts are created by starting construction of one building on a Rural District. (Or outright purcheasing one building) This immediatly erases the yield of said tile (including the base terrain yield) but refunds you the growth event, by which you created this Rural District in the first place. By finishing construction of 2 buildings in the same Urban District, it additionally counts as Quarter. Now likewise constructing 2 corresponding unique buildings in one Urban District, makes it also count as Quarter, it is just named Unique Quarter and has additional in-built benefits (unlike the normal Quarter).

You can't construct buildings on Resources and UB cannot be overbuilt. Walls can be built in every urban District in a City (in Towns only in the City Center), and every fortified District has to be captured to conquer the Settlement. Your City Center always contains the Palace, which is a building, and as such counts as an Urban District. (and has 1 free building slot left, and by constructing another building becomes a Quarter).

Urban Districts may only be built adjacent to another Urban District, but some buildings can be erected on Coast or Navigable River Terrain, enabling you to expand your Urban Districts beyond Navigable Rivers or to small islands not far away from the Coast.
 
I think it is logical that adjacency includes the building's own tile, but I haven't seen anything that specifically confirms this.
No, the exploration-gameplay made this clear.
Given that you can construct 2 buildings on one tile this would also be pretty OP, because you already get double adjacencies if you place 2 same-type buildings in one Urban District.
In this view the buildings can be divided into 3 classes by adjacencies.

- Culture/Happiness
Adjacency: Mountains, Natural Wonders, Wonders
-Production,Science
Adjacency: Resources, Wonders
-Gold, Food
Adjacency: Coast, Navigable River, Wonders

By creating always synergistic Quarters you can get very high adjacencies. E.g. There are quite some peninsula-like tiles on the coast or at the bend of Navigable Rivers which should get Adjacency for 4 Tiles, which would get you +8 Food and/or Gold.
 
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Hawaiian UU.PNG

Everybody wore their mahiole for the big battle, except Mike. Mike improvised.
 
It will always irk me when naked guys with clubs have the same combat effectiveness as men-at-arms in full plate harness and steel weapons.
well as long as the game doesn't model local temperature and the possibilty of a heat stroke...
 
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