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Tile Improvements need some work

Discussion in 'Civ - Ideas & Suggestions' started by Rhavanna, Oct 24, 2016.

  1. Rhavanna

    Rhavanna Chieftain

    Joined:
    Apr 21, 2011
    Messages:
    45
    Location:
    Maryland
    I feel like each civ game is taking a step backwards in tile development and yields. Improvements are pretty scant right now. We have what, farms, mines, and plantations/pastures/camps which are locked on a resource? And then eventually lumber mills? How dull!

    Where are the water mills? The wind mills? The workshops? The cottages?

    The new district system is very fun and all, but regular tiles are getting left out in the cold! Is it flat land? Build a farm. Is it a hill? Build a mine. That's it! There's no thought to put into any of it!

    Compounding this is the fact that some tile combinations can provide better yields than improvements! A rainforest hill can already provide 3 food and a hammer. That's as powerful as an improved cattle resource. How on earth is a rainforest as good a source of food/work as a functioning ranch?

    It makes very little sense as is. In civ4, jungles were a hindrance, being tough to remove providing little yields, blocking improvements, and providing large amounts of unhealth. Much more realistic. In civ5, they became useful later in the game, as with trading posts and universities they provide decent yields. Less realistic, but functional. In civ6 they are better than your basic farmland!
     
    Sun Tzu Wu likes this.

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