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Very few sea resources (and reasons to settle on the coast)

Discussion in 'Civ6 - General Discussions' started by Krajzen, Aug 16, 2016.

  1. Stauffenberg

    Stauffenberg Chieftain

    Joined:
    Aug 18, 2016
    Messages:
    52
    Location:
    Oslo, Norway
    In civ 5 you got this from lighthouse for Coastal and Ocean tiles
    ◾+1 Food from Coast and Ocean Tiles.
    ◾+1 Additional Food from each source of Fish worked by this City.
    ◾BNW-only +1 Production from Sea Resources worked by this City.
    Social policies gave:
    ◾+1 Happiness with Naval Tradition Social policy
    ◾+1 Gold with Merchant Navy Social policy

    Not sure if we have similar mechanisms in civ 6
     
  2. Ebrim

    Ebrim Warlord

    Joined:
    Aug 23, 2016
    Messages:
    149
    Location:
    Chicago
    Buildings in the harbor district are likely to improve coastal tiles without needing to build actual improvements. On top of this we've seen policy cards that improve sea tiles. Finally, it's unlikely you'd found a coastal city where there aren't any sea resources which further mitigates the improvement point. None of this even addresses that you will need to spend resources on builders to build the land improvements that make resource-free tiles "better".
     
  3. Khalid

    Khalid Warlord

    Joined:
    May 4, 2006
    Messages:
    251
    Location:
    Central Europe
    So far I have seen lighthouse, which gives +1 food +1gold but not per water tile. Also I haven't seen policy cards improving water tiles. You are as likely to settle coast cities near sea resources as land cities near land resources. But the difference is about the tiles with no resources. In water, they are just crap, on land you can build something on them or improve it. That's the difference.
     
  4. fmm

    fmm Warlord

    Joined:
    Aug 9, 2010
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    255
    Well it depends, you can build the Harbor/certain Wonders over sea tiles you wouldn't use otherwise.
     
  5. Dunkah

    Dunkah Emperor

    Joined:
    Feb 7, 2007
    Messages:
    1,189
    Location:
    Just north of Boston
    Some other things to think about...

    1. Other terrain, (currently we are assuming a straight coast with say 50/50 water to land ratio?)
    - If the terrain 2 or three tiles in has a river or access to mountains then it would probably be better to found away from the coast by a tile or two.
    - If the city was founded in an inlet with land tiles surrounding all but one or two tiles then that would be a great place to have a true coastal city.
    - If there was another land mass one or two tiles out into the sea, either another shore or an island that made the ratio of land to sea better, then again Coastal City.
    - You may even be able to stretch your borders and put a fort or defensive district on the other coastline to reach out to another coast or continent.

    2. Are we forgetting defensive forces?
    - Those long boats come up and you have 3 or 4 archers waiting for them, they need to be on the tile for a turn It costs MP's to pillage so you would may get first strike. You can concentrate fire and knock them out one by one.
    - I don't think the longboats can even effect ranged troops on the coast. So your archers/slingers are safe unless they bring a whole invasion force.
    - Having a Coastal City allows you a safe place to park your ranged ships until the enemies retreat to the ocean to heal, then you pounce and take those last few hit points out.

    3. As far as I know repairing pillaging doesn't take a charge right? (Maybe I'm wrong?)
    - So where pillaging may be a bad thing it's only temporary.
    - If you know Norway is close by and ready to pounce get your ranged units and workers ready.
     
  6. George Abitbol

    George Abitbol Prince

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    Jul 3, 2013
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    503
    Location:
    Wish Lorraine
    That would make awesome fortified isthmus cities!
     
  7. KrikkitTwo

    KrikkitTwo Immortal

    Joined:
    Apr 3, 2004
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    12,316
    I don't think Aqueduct is +6. I think (given its wording) it changes the city center from 2 to 6 base. (so +4)
     
  8. BrokenBokken

    BrokenBokken Warlord

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    Aug 26, 2016
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    That seems to make more sense as it is more consistent. Is there a screen shot of this tooltip somewhere? I was just going off of what was posted here.
     
  9. Silverdawn

    Silverdawn Prince

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    Jul 24, 2008
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    490
    This is what is in the Tooltip thread Google Doc:
     
  10. shaglio

    shaglio The Prince of Dorkness

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    Lawrence, MA, USA
    Interesting wording!

    First the use of the word "receive" implies you gain up to 6 housing on top of the base 2 rather than changing the city center from 2 to 6.

    Second, the use of "up to" implies that the amount varies and isn't 6 every time. Maybe the amount depends of the adjacent tile(s). Like Mountains give more than Rivers, which give more than Lakes, which give more than Oases. Or maybe multiple Rivers, Lakes, Oases, and/or Mountains give increased yields.
     
  11. Denkt

    Denkt Reader

    Joined:
    Jul 3, 2012
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    3,116
    Location:
    Not in a Civilization City Atleast
    The developers seems to think that gold is only worth half a yield of other resources as the harbour district provide 2 gold and 1 science per citizen and commerce hub provides 4 gold per citizen working compared to 2 science from Campus, 2 faith from Holy and 2 production from industrial.

    Food can be produced in larger quantities then in civilization V. With fedualism each farm get an 0.5 adjacency bonus with other farms so a farm can produce a total of +4 food (+1 base and +3 adjacency) and it could get even better in late game.

    For sea tiles to compare to normal grassland and plains they would need to produce a significant amout of food which they most likely wont.

    Land tiles next to coast are however said to be some of the best tiles in the game as they have increased appeal values which are said to effect how strong neighbourhoods are and how much yield the resort improvement will give.

    But all of this do not matter simply because of cities being unstacked.

    Each district have an optimal location and it seems the optimal location for the city center is next to a river.

    A costal city is just a city that can build an harbour. While cities who have their city centers next to the sea are costal this is not the only type of costal cities.

    The question is costal cities poor? I do not think so, the harbour provides one trade route like the commerce hub and also give a similar adjacency bonus as river do to the commerce hub. Land costal tiles are very good then you get the resort improvement and the neighbourhood. You probably do not need to give up many if any tiles for such cities either because specialist can provide useful resources.

    It is not the only thing that have changed. Now you do not need to settle a city next to mountains (which have even worse yields then sea tiles;)) as you can build a campus next to mountains and so applies to alot of other stuff in civilization VI.
     
  12. chazzycat

    chazzycat Deity

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    Oct 13, 2010
    Messages:
    2,872
    this sounds cool but I'm having trouble finding it. does anyone have the link?
     

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