[GS] What are the downsides to your cities not being powered?

That's very unintutive. Don't want to sound stupid, but i can't get how industrial zone is useless? It gives you production. How are you going to build anything in reasonable amount of time without it? Same with pops. More citizens more production, more districts, more stuff. I don't understand. Research labs maybe have worse price\efficency ratio, but that's what we have it's better than nothing.

It is highly unintuitive and also contrary to past versions of civ, but that's the outcome of certain Civ 6 game design decisions. In past Civ games, most yields came from people. In Civ 6, districts and buildings and trade routes and city states generate plenty of yields on their own without people to work them. Four to ten Pop give you 2 to 4 districts per city, which are plenty, without taxing your amenity situation. Getting higher population means investing in food, housing, amenities, etc., and right now only Pingala boosts the yields of that extra population, as unlike past versions of civ, no buildings in Civ 6 boost the intrinsic output of people.

As for production, you only need it for districts and projects. Everything else can be bought with gold or faith. The quicker you can get a gold or faith based economy going, the easier the game gets. Gold-bought things appear instantly in the place you need them. And you don't really need a lot of things in Civ 6. Most of the "stuff" in the game is for fun and playing around with, and totally optional.

Anyway, if you're interested, try playing around with focussing on getting science, culture, and gold directly. Limit production to getting the things that give you eruekas and boosts or districts, and otherwise run projects. Or don't, if that's not fun for you. :) This is only one approach to playing the game.
 
It is highly unintuitive and also contrary to past versions of civ, but that's the outcome of certain Civ 6 game design decisions. In past Civ games, most yields came from people. In Civ 6, districts and buildings and trade routes and city states generate plenty of yields on their own without people to work them. Four to ten Pop give you 2 to 4 districts per city, which are plenty, without taxing your amenity situation. Getting higher population means investing in food, housing, amenities, etc., and right now only Pingala boosts the yields of that extra population, as unlike past versions of civ, no buildings in Civ 6 boost the intrinsic output of people.

As for production, you only need it for districts and projects. Everything else can be bought with gold or faith. The quicker you can get a gold or faith based economy going, the easier the game gets. Gold-bought things appear instantly in the place you need them. And you don't really need a lot of things in Civ 6. Most of the "stuff" in the game is for fun and playing around with, and totally optional.

Anyway, if you're interested, try playing around with focussing on getting science, culture, and gold directly. Limit production to getting the things that give you eruekas and boosts or districts, and otherwise run projects. Or don't, if that's not fun for you. :) This is only one approach to playing the game.
Yes, IZs were way too strong when the game came out, then were overnerfed and they're still trying to find a way back to them.
 
Research labs maybe have worse price\efficency ratio, but that's what we have it's better than nothing.

Actually that's not true. It's worse than nothing because you could have spent the production on something else. Opportunity cost is why stuff like Research labs and IZs are not that great. Spending 175 production on a workshop to get 2 production back (or 4 with a industrial CS) doesn't really improve your production.
 
Yes, IZs were way too strong when the game came out, then were overnerfed and they're still trying to find a way back to them.
They really should incentivize people to play into their new global warming mechanic. I haven't worked through the numbers or analyzed the IZ and buildings in any great detail but feel that another 50% increase to factories and power plant production values wouldn't hurt anything. I did build a bunch of IZ's with the intent of raising temperatures and did note that I could build things quite quickly. T3 buildings in like 7-10 turns if memory serves.
 
Yes, IZs were way too strong when the game came out, then were overnerfed and they're still trying to find a way back to them.

I think a lot of game balance could be restored by adopting four basic rules for districts and their buildings:

1. the district adjacency bonus should set the value for specialists working in that district; a +4 campus then would not generate any science on it's own, but each specialist working in the campus would generate 4 science; the district itself would get a specialist slot so it can be worked immediately

2. the Tier 1 buildings should not generate yields on their own, but should (a) as currently, get boosts from City States, and (b) increase the yields of city workers; a Workshop, for example, could give +1 production to every mine, a Library could add +1 science to every Specialist in the city, an Amphitheatre could add +1 culture to every farm and plantation

3. the Tier 2 buildings should not generate yields on their own, but should (a) as currently, get boosts from City States, and (b) provide a % increase to the yield already generated in the city; so a University could increase the city's overall science production by 10%, as an example

4. the Tier 3 buildings should generate either (a) increased yield per citizen or (b) regional effects, based on which one you choose; so a Research Lab would provide Science to all cities within 6 (or 9) tiles, while a new alternative building, Public Schools, would give increase Science for every population in that city.

Some of the specialty districts like the amenity ones would need to follow their own rules, and there may be opportunities for interesting alternative buildings that deviate from these basic guidelines, but overall these changes would, I think, be primarily of value by increasing the importance of food and investing in the housing, etc. needed to increase the size of your cities.
 
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The production you get from industrial zones and from power are just not worth it. There are plenty of other districts more important to build, and you can't build every district in every city. Furthermore, the hoops you have to jump through to get power aren't worth the small bonus you get for doing so, and at the same time you're contributing to global warming which is likely to hurt you just as much as it is another civ (if not more so, as you have a clear-cut strategy and maybe they do not).

My two cents.
 
As for production, you only need it for districts and projects. Everything else can be bought with gold or faith.
I feel that gold and faith should be a means to accelerate production (more for a higher investment up to 50% or so), not completely bypass it. This should keep production more relevant.
 
I still want global cooling, as its climate change not global warming the last time I heard.

So climate change creates global cooling -- the sea levels subside, new land appears, the polar bears invade manhattan, and great ice floes wreck havoc with shipping lanes, and the giant earth robot freezes up. Ah, the robottery, the robottery laid to waste.!:undecide:
 
My new stove has an eco off button. You press it and the ecology (ecology is a living thing you know) saves on electricity etc. We need an eco-off button. Push it and the eco global warming/cooling goes off.
 
I think a lot of game balance could be restored by adopting four basic rules for districts and their buildings:

1. the district adjacency bonus should set the value for specialists working in that district; a +4 campus then would not generate any science on it's own, but each specialist working in the campus would generate 4 science; the district itself would get a specialist slot so it can be worked immediately

2. the Tier 1 buildings should not generate yields on their own, but should (a) as currently, get boosts from City States, and (b) increase the yields of city workers; a Workshop, for example, could give +1 production to every mine, a Library could add +1 science to every Specialist in the city, an Amphitheatre could add +1 culture to every farm and plantation

3. the Tier 2 buildings should not generate yields on their own, but should (a) as currently, get boosts from City States, and (b) provide a % increase to the yield already generated in the city; so a University could increase the city's overall science production by 10%, as an example

4. the Tier 3 buildings should generate either (a) increased yield per citizen or (b) regional effects, based on which one you choose; so a Research Lab would provide Science to all cities within 6 (or 9) tiles, while a new alternative building, Public Schools, would give increase Science for every population in that city.

Some of the specialty districts like the amenity ones would need to follow their own rules, and there may be opportunities for interesting alternative buildings that deviate from these basic guidelines, but overall these changes would, I think, be primarily of value by increasing the importance of food and investing in the housing, etc. needed to increase the size of your cities.
omg this needs to be a mod:eek:
 
My new stove has an eco off button. You press it and the ecology (ecology is a living thing you know) saves on electricity etc. We need an eco-off button. Push it and the eco global warming/cooling goes off.

I second a desire for this mod!
 
The system feels a bit clunky, I'd prefer it if there was a single power supply pool and that the player then could choose what to power. It doesn't make much sense that one city got massive amounts of power while one next door is all out.
 
I feel that gold and faith should be a means to accelerate production (more for a higher investment up to 50% or so), not completely bypass it. This should keep production more relevant.

I really like how the game transitions from hammers being important to gold and faith being the main currency. It makes the later eras feel different.

It's just a bit silly you can hold so much gold. There should be more things that drain gold.

And there should maybe be a bit more you can spend your late game hammers on that gold can't buy, although I guess that's what the WC projects are already. So actually, yeah, that part might be fine.
 
It is highly unintuitive and also contrary to past versions of civ, but that's the outcome of certain Civ 6 game design decisions. In past Civ games, most yields came from people. In Civ 6, districts and buildings and trade routes and city states generate plenty of yields on their own without people to work them. Four to ten Pop give you 2 to 4 districts per city, which are plenty, without taxing your amenity situation. Getting higher population means investing in food, housing, amenities, etc., and right now only Pingala boosts the yields of that extra population, as unlike past versions of civ, no buildings in Civ 6 boost the intrinsic output of people.

As for production, you only need it for districts and projects. Everything else can be bought with gold or faith. The quicker you can get a gold or faith based economy going, the easier the game gets. Gold-bought things appear instantly in the place you need them. And you don't really need a lot of things in Civ 6. Most of the "stuff" in the game is for fun and playing around with, and totally optional.

Anyway, if you're interested, try playing around with focussing on getting science, culture, and gold directly. Limit production to getting the things that give you eruekas and boosts or districts, and otherwise run projects. Or don't, if that's not fun for you. :) This is only one approach to playing the game.

I understand the sense of what youre saying and have even tried to run q couple of games that way but i always find myself endng up with three or four production cities. Hoq do you beat the ai to wonders? Early game i dont build wonders but mid late game i push for a few, big ben etc.

Also, do you just not bother getting great engineers? Mid to late game some of them are pretty useful? Or arent they?
 
Civilization taught me that ziggurats are much more relevant for scientific advancement than electricity, industrialization and computers.

I mean, who needs electricity and computers, apart from people who play civilization games?

As an actual research scientist, with a PhD in physics, I can tell you I would be hopelessly lost at work, if not for my trusty ziggurat :crazyeye:
 
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