Widdershins
Warlord
- Joined
- Dec 1, 2022
- Messages
- 133
I posted here occasionally around two years ago, when I was playing Civ 6 furiously for some number of months. I've not played any previous versions of Civ, nor do I have Civ 7. Anyway, these past few weeks I've gotten into playing Civ 6 again. I had to relearn many things, and in a few ways I have improved compared to back when. There are still a few things that mystify me. Sometimes I've read the manual, but there's a lot there, and I miss things. Here's some questions:
1) If a city has a big surplus of renewable sources of power, what does it mean to give that city a coal-powered plant? Does coal consumption increase, or consumption of renewables? In the real world, of course, a coal plant gives no power without use of coal, but how is it in the game? Does the city get the plant's extra cogs without burning the extra coal?
2) Sea level will rise in one turn, and a flood barrier will be complete in one turn. Which happens first? Not being keen on the FAFO stratagem, I've always assumed the sea level rises first, and rush to finish the barrier.
3) Similar question to #2: my city is going to be attacked in the next turn, but city walls will be complete in the next turn also. Which happens first? I'm betting the walls come first, because sometimes I'm the attacker, and those AI city walls will suddenly appear before I can move units on a turn.
4) Is there ever any advantage to telling a newly-met civilization to screw off, rather than be welcoming?
5) Is there any way, without taking out pencil, paper, and calculator (as if preparing to do taxes), to figure out how a policy card will impact, say, gold income without actually (and irreversibly) implementing the policy? I'm guessing not...but if not, it would be nice to have a button that "previews" the impact of a set of policies on gold, science, faith, etc. Or am I missing something? Is there a mod that accomplishes this?
I'm doubtless forgetting some things, but maybe later I'll add more!
1) If a city has a big surplus of renewable sources of power, what does it mean to give that city a coal-powered plant? Does coal consumption increase, or consumption of renewables? In the real world, of course, a coal plant gives no power without use of coal, but how is it in the game? Does the city get the plant's extra cogs without burning the extra coal?
2) Sea level will rise in one turn, and a flood barrier will be complete in one turn. Which happens first? Not being keen on the FAFO stratagem, I've always assumed the sea level rises first, and rush to finish the barrier.
3) Similar question to #2: my city is going to be attacked in the next turn, but city walls will be complete in the next turn also. Which happens first? I'm betting the walls come first, because sometimes I'm the attacker, and those AI city walls will suddenly appear before I can move units on a turn.
4) Is there ever any advantage to telling a newly-met civilization to screw off, rather than be welcoming?
5) Is there any way, without taking out pencil, paper, and calculator (as if preparing to do taxes), to figure out how a policy card will impact, say, gold income without actually (and irreversibly) implementing the policy? I'm guessing not...but if not, it would be nice to have a button that "previews" the impact of a set of policies on gold, science, faith, etc. Or am I missing something? Is there a mod that accomplishes this?
I'm doubtless forgetting some things, but maybe later I'll add more!
