Okay, that's a very good point.I can't remember exact confirmation, but Galley comes earlier than Harbor on tech tree.
Okay, that's a very good point.I can't remember exact confirmation, but Galley comes earlier than Harbor on tech tree.
I think I remember that yes, city center can build naval units without harbor if it is on the coast
Yes that seems to be the case. So a city on the coast will allow for earlier seafaring and more freedom in district choice, as they won't necessarily require a harbour although it probably be preferable for its bonuses.
No I expect it's like having an encampment then, any naval unit built by the city spawns at the harbor.Can a city on a coast WITH a harbour build multiple naval units simultaneously or have I failed to understand the system?
Can a city on a coast WITH a harbour build multiple naval units simultaneously or have I failed to understand the system?
No I expect it's like having an encampment then, any naval unit built by the city spawns at the harbor.
No I expect it's like having an encampment then, any naval unit built by the city spawns at the harbor.
Thus, it can be built units and buildings at the same time. I think would be nice!
Housing - River and Coast give a bonus to housing.
Siege - It's complicated to siege a coast/land city.
Instant harbor - Since you can't rush harbor, having a coast city so you can instantly trade buff it is another plus.
Sailing before Harbor - Hard to say if this is an important thing, might be more interesting the slower games you play..
Haven't actually seen any sort of trade buff for coastal trade.
Its an early tech. The Eureka might affect if you put your capital or first city on the coast proper if they were already going to need the coastal techs, but otherwise by the time you need the tech you're turning a 3-turn research down to 1. Not worth making the city worse by giving it so many fewer tiles to work and build districts on.
Still needs something more than all of these things, I think. But we'll see the game balance when we get there.
I hope this is a thing, though we haven't seen any indication that Naval routes will be better at making the Trading Posts.We don't know a lot yet about trade routes in Civ6, but we do know that the duration of a trade route is now variable, with shorter routes finishing faster. We also know that after a trade route is completed, it creates a trading post in the target city, the benefit of which is unknown.
Naval trade routes presumably move faster than land trade routes and will therefore create trading posts quicker. We don't know about Civ6, but in Civ5 naval trade routes had twice the range of land trade routes to start with.
Late game benefits of settling on the coast are unclear, but settling your first or second city on the coast makes the boosts to all early naval techs a lot easier to get, not just the one to Sailing.
Building a city on the coast also means you have less reason to spend a district on a harbor. Districts aren't only limited by space on land but also by population. I'm curious if you could build harbor improvements in a coastal city which does not have a harbor...
Its an early tech. The Eureka might affect if you put your capital or first city on the coast proper if they were already going to need the coastal techs, but otherwise by the time you need the tech you're turning a 3-turn research down to 1. Not worth making the city worse by giving it so many fewer tiles to work and build districts on.
Still needs something more than all of these things, I think. But we'll see the game balance when we get there.