It's funny how little we know about what we're actually doing in spite of trying to pay attention, with how bad the UI is.Really? I've been screwed all this time.
It's funny how little we know about what we're actually doing in spite of trying to pay attention, with how bad the UI is.Really? I've been screwed all this time.
Since we're already adjusting the limit, maybe 3 for a city and 2 for a settlement would balance out better? (Maybe even down to 1 for a specialization, but that may be too low.)To me, I think cities should count as 2 towards your settlement limit (obviously you'd need to increase the limit, change what the first era requirements are, etc...). If a town counted 1/2 towards the settlement limit, and I get the specialization, that could definitely be better than converting it to a city.
I just tried this strategy out in a Deity game as Maya with Trung Trac. The rolling system of camels and gypsum really is strong, but I was lucky enough to start with 2 camels and 2 gypsum within reach with my third and fourth settlements. I also got lapis lazuli, which was a great help.This is the crux of it, I agree. Towns certainly could use a buff, but this is extremely geographically dependent and flies on the wing and a prayer of non-hostile AIs. I think it seems strong in the current patch because, for whatever reason, the AI at least in my games has been mostly passive.
This could just be a bug with the tooltip, but I'm hoping it's a bug in the calculation of the actual payment.The tooltip displays a partial amount but you will pay in full.
No, it doesn’t work like that. Towns send their food to cities, not a copy. The food is divided equally between all the cities that are connected. You can easily check that on the food breakdown in the settlement info.Actually it sends copies of the food (one copy per connected city) and growing town specifically says "increased growth", not just growth. Actually everything in the interface suggests it should continue growing, but maybe it's just interface not reflecting some changes.
I feel that was a big part of what OneMoreturn missed in his video, half the point is to enable people to play Tall but with a wide empire.It's very annoying. If you leave your towns growing, then by the middle of any age, you'll spend more than half your turn just growing towns and clicking off the "town specialization available" notices. I much prefer to specialize towns so that they leave me alone.
I also tried it out, though maybe not in the best optimised way (Confucius/Rome), and it ended up being the first game of VII I've ever had to call quits on. The main issue was war: around end of Antiquity I faced an angry Amina and Tecumseh, Tecumseh snatched my latest town right before the age transition, and then in Exploration they got back at it again as a tag team before long and that was all she wrote. I'm used to having piles of gold sitting around, which cities are ultimately a huge drain on—gold is flexible, instantaneous, and functions irrespective of a settlement's productive capacity. Being able to summon an army from the aether, or instantly develop a settlement with whatever buildings you want, is helpful in a way that's hard to quantify.I just tried this strategy out in a Deity game as Maya with Trung Trac. The rolling system of camels and gypsum really is strong, but I was lucky enough to start with 2 camels and 2 gypsum within reach with my third and fourth settlements. I also got lapis lazuli, which was a great help.
But I did get declared on by an AI, probably because of the aggressive settling to secure these resources. And ol' Ben Franklin wasn't even hostile at that point. Luckily, I'm playing Trung Trac and I was able to kick his butt handily. I was also not getting enough gold to turn all my settlements into cities. I had to spend some gold on buildings to grab the needed resources and on a wall due to the war. But the strategy did allow me to set up 3 strong cities. I didn't bother making a fourth partly because I was blowing through the tech tree a bit too quickly to stall the end of the age.
I guess in conclusion, this strategy needs strong gold generation, which might be civ/leader-dependent. And I wonder if you have to intentionally throttle progress to avoid reaching certain milestones too quickly. Another thing I learned is that this strategy might be the best bet for completing the wonder-building culture legacy path on higher difficulties.
Surely you reach a ceiling especially in antiquity, with how much you can upgrade your first city? At that point you'd switch over to support the growth of a second city, switching back to the first city once you unlock new buildings. If you tried that, you might do even better.I just played a Carthage -> Chola -> Qing run as Augustus with the goal to Townmax as much as possible, including taking Augustus's memento that gives an extra settlement limit for the antiquity age. Playing with 1 city in Antiquity and 3 from exploration on, I felt town spamming was extremely strong. This was a pretty optimized set-up apart from playing Chola (who are a pretty big letdown imo) but I took a clear lead very early on and was blasting the 7 deity AIs in every yield type by the end of the game, including science despite trading heavily through Qing's resource malus. I ended the modern age with every legacy path completed apart from military.
Clearly towns are best oriented towards economic victories since they provide so much gold, but I felt I could easily pursue any victory path playing with a few cities and a vast amount of towns. I need to try for an optimized tall run as well, but so far I feel pretty convinced that playing around a ton of towns with few cities is a perfectly viable strategy on the highest AI difficulty with most playstyles.
I would have converted cities in the Antiquity era if it were possible, but Carthage's unique ability disables this - you only get your capital. I was still able to find things for my capital to do since I had wonders to build and units to spam to fight some drawn-out wars. I was also spamming merchants since my trade routes kept getting disabled due AI wars and the cost of them doesn't reset after they disappear (hopefully not intended) so that also constituted a decent production sink.Surely you reach a ceiling especially in antiquity, with how much you can upgrade your first city? At that point you'd switch over to support the growth of a second city, switching back to the first city once you unlock new buildings. If you tried that, you might do even better.
I also tried it out, though maybe not in the best optimised way (Confucius/Rome)...
Eh... He mostly just plays the same game every time. Build cities, transfer camels and gypsum, get production buildings, repeat. But he had more variety before he found that strategy. And sometimes he does something fun like the giant Great Wall of China.Has drongo gotten better since moving over to civ7?
I remember he was more technical at the very start of his aoe4 channel, but slowly devolved into clickbaiting and only having 10% substance in what he says in a video and going off on tangents vs other commentators that put me off of his stuff to this day.
I think that goes against what they are supposed to be - a way to play Tall effectively in a 4X game without having to crimp wide play.I think this would make town play a lot more complex.
They aren't an effective way to play Tall now because they don't provide significant enough bonuses to the cities with the current specialist caps. This would really allow someone to play tall by allowing their city(ies) to be the driving engine of their yields with the towns playing a more specialized support role.I think that goes against what they are supposed to be - a way to play Tall effectively in a 4X game without having to crimp wide play.