igorsrs
Chieftain
So far, I can't see a reason NOT to ICS in the upcoming game.
The older games had a city spam cap:
III: corruption
IV: city "tax"
V: global happiness
Civ VI seems more similar to V global happiness, really, but they flipped one of the numbers:
- luxuries (errm... amenities...) still give 4 "happiness" (lets keep this name for a while...), except it gives only one per city;
- in V, every city you add would COST 3 "hapiness";
- in VI, they flipped the number, and every city will get 3 "free happiness" (up to 3 pop, no amenity is required);
Remember... up to GnK, ICS was a viable strategy, even when cities had a cost of 3.
In VI, you GAIN 3.
- In V, a big empire of 10 cities, could easily get to -10 happiness just by adding 1 pop in each city, resulting in catastrope (-50% prod and gold, revolts, zero growth, combat debuff, ...)
- in VI, it will be is a lot less severe, spreading unhappiness per city, reducing growth by -15% and non-food by 5% yields per negative "happiness" (the penalties probably get worse at some point, maybe at -5 i guess).
But it is even worse... amenities doesn't seem to be the problem at all, housing IS the problem, and it is limited per city (before neighborhoods, that I assume are late-ish game stuff).
In the LP's so far, when you hit housing cap, growth is greatly reduced (-50% if you are about to hit, -75% if you hit, and so on).
Even buildings used to control ICS in V. They had a maintenance cost (and it was huge), and in VI, it is gone!
In the LP's so far, there where some controlling mechanisms, like the increasing settler cost (aparently +50% per settler) and district cost (something on the range of 5% to 10%). But i'm not convinced... they would need to be brutal, or stack multiplicatively...
War weariness, on the other hand, seems more effective in controlling an "infinite city conquest" strategy (in Kongo game, one conquered city got -6 happiness from it... seems huge).
So, here are my wild guesses:
1) what would stop me from ICS, targeting city sizes to 6 (-3 happiness each), each with a campus district (Yeah, science! B****), and another district (comercial hub, probably, if it gives a trade route)?
2) I think all optimal strategies will involve some time in negative "happiness", at least in the early game (like BE), because the penalties are not severe at all, but a lot of big cities will snowball for sure. Right?
3) science buildings seems to give flat yields (+2 library and +4 university, numbers are likely to change), instead of percentual boosts or per citizen boosts (like BE). Right?
4) what about sumerian ziggurat spam?
5) and japanese district "clustering"? I really think districts from other cities give adjacency bonuses, it would be wierd otherwise...
6) how bad would a "districtless" strategy be? (if their cost grew too high with too many cities)
7) will there be a way to control "war weariness", like IV "police state"? (this would open a way to a "infinite city conquest" strategy)
8) I'm mostly sure the game will be unbalanced at launch, but how bad will it be? (Maybe vanilla Civ VI will be like an open beta, and the balanced game will be called an "expansion"... they will probably get it right on the second one... and don't forget the DLCs )
The older games had a city spam cap:
III: corruption
IV: city "tax"
V: global happiness
Civ VI seems more similar to V global happiness, really, but they flipped one of the numbers:
- luxuries (errm... amenities...) still give 4 "happiness" (lets keep this name for a while...), except it gives only one per city;
- in V, every city you add would COST 3 "hapiness";
- in VI, they flipped the number, and every city will get 3 "free happiness" (up to 3 pop, no amenity is required);
Remember... up to GnK, ICS was a viable strategy, even when cities had a cost of 3.
In VI, you GAIN 3.
- In V, a big empire of 10 cities, could easily get to -10 happiness just by adding 1 pop in each city, resulting in catastrope (-50% prod and gold, revolts, zero growth, combat debuff, ...)
- in VI, it will be is a lot less severe, spreading unhappiness per city, reducing growth by -15% and non-food by 5% yields per negative "happiness" (the penalties probably get worse at some point, maybe at -5 i guess).
But it is even worse... amenities doesn't seem to be the problem at all, housing IS the problem, and it is limited per city (before neighborhoods, that I assume are late-ish game stuff).
In the LP's so far, when you hit housing cap, growth is greatly reduced (-50% if you are about to hit, -75% if you hit, and so on).
Even buildings used to control ICS in V. They had a maintenance cost (and it was huge), and in VI, it is gone!
In the LP's so far, there where some controlling mechanisms, like the increasing settler cost (aparently +50% per settler) and district cost (something on the range of 5% to 10%). But i'm not convinced... they would need to be brutal, or stack multiplicatively...
War weariness, on the other hand, seems more effective in controlling an "infinite city conquest" strategy (in Kongo game, one conquered city got -6 happiness from it... seems huge).
So, here are my wild guesses:
1) what would stop me from ICS, targeting city sizes to 6 (-3 happiness each), each with a campus district (Yeah, science! B****), and another district (comercial hub, probably, if it gives a trade route)?
2) I think all optimal strategies will involve some time in negative "happiness", at least in the early game (like BE), because the penalties are not severe at all, but a lot of big cities will snowball for sure. Right?
3) science buildings seems to give flat yields (+2 library and +4 university, numbers are likely to change), instead of percentual boosts or per citizen boosts (like BE). Right?
4) what about sumerian ziggurat spam?
5) and japanese district "clustering"? I really think districts from other cities give adjacency bonuses, it would be wierd otherwise...
6) how bad would a "districtless" strategy be? (if their cost grew too high with too many cities)
7) will there be a way to control "war weariness", like IV "police state"? (this would open a way to a "infinite city conquest" strategy)
8) I'm mostly sure the game will be unbalanced at launch, but how bad will it be? (Maybe vanilla Civ VI will be like an open beta, and the balanced game will be called an "expansion"... they will probably get it right on the second one... and don't forget the DLCs )