[NFP] What existing mechanics need more work or should be fleshed out more?

You can try trading with the AI, use Magnus's Black Marketeer ability.

Maybe in Rise and Fall, but I always play Gathering Storm and an 80% discount doesn't help if you can't access any at all.

Black Marketeer is a Level 2 title for Magnus, a Governor in Civilization VI: Rise and Fall. It requires Provision

EffectsEdit

Strategic resources are not required in the city in order to build resource dependent units.

Strategic resources for units are discounted 80%.​

Not to mention that once the units are built, they still need maintenance resources per turn, and the 80% doesn't apply to that (as far as I know).

Further, the AI is often irrational at trading resources. In the early game, they will not give you a single niter (even thought you need 13 to build anything) for ANY PRICE! Later, they take the same views towards other resources like oil, aluminium and uranium. I actually think they should behave this way once you have a certain global grievances threshold, but (a) they don't have such a threshold, they just wont trade ever; and (b) this still doesn't help you build a tank when there isn't oil anywhere in or near your lands (a plane when there isn't aluminium, ect).
 
Maybe in Rise and Fall, but I always play Gathering Storm and an 80% discount doesn't help if you can't access any at all.

Black Marketeer is a Level 2 title for Magnus, a Governor in Civilization VI: Rise and Fall. It requires Provision

EffectsEdit

Strategic resources are not required in the city in order to build resource dependent units.

Strategic resources for units are discounted 80%.​

Not to mention that once the units are built, they still need maintenance resources per turn, and the 80% doesn't apply to that (as far as I know).

Further, the AI is often irrational at trading resources. In the early game, they will not give you a single niter (even thought you need 13 to build anything) for ANY PRICE! Later, they take the same views towards other resources like oil, aluminium and uranium. I actually think they should behave this way once you have a certain global grievances threshold, but (a) they don't have such a threshold, they just wont trade ever; and (b) this still doesn't help you build a tank when there isn't oil anywhere in or near your lands (a plane when there isn't aluminium, ect).

Black Marketeer is pretty powerful, as are the policy cards that discount resource requirements and or increases yields. BM and the discount upgrade cards lets you buy resources or get them from a suzerain, and use that to leverage out a few strat resource units. The policy cards more generally let you make the most of limited resources, meaning you often just need to stretch to capture one city state with horses or iron, or found one tundra city, to get enough resources to see you through.

I think the strategic resource system up to the late game is actually pretty good. Yes, it inherently creates some second class citizens that don’t have easy resources. But it gives you plenty of interesting ways to close the gap.

Resources only go a bit wacky late game with Aluminium (particularly for Helicopters) and both infantry and tanks needing oil.
 
To add on to a couple of points:

1. Warmongering penalties: Scale the penalties based on each civs relationship to the target, the civs view on aggressiveness, and the frequency of the war. For example, if Pericles has denounced Teddy Roosevelt, you should have little or no warmongering penalty with Pericles for declaring on Roosevelt. There should be no warmongering with an AI who is already at war with your target!!! Remove warmongering penalties for taking cities when you are the target of a declaration of war.
2. Either allow siege units to join escort formations with other units or remove sight penalties for surrounding terrain. What is the point of giving them a range of 2 if almost any improvement or terrain obstacle turn it back into 1?
3. Make Military Engineers useful by allowing them to create a fully completed ROUTE, not just a useless 1 tile "road". Have the route take a certain number of turns to complete. Asking for it to be customizable would probably be asking too much too....
4. Allow the player to choose their preferred payment(s) during trade deals (ex. lump sum, GPT, resource, etc), or adding a "max acceptable" choice when negotiating a trade detail. The computer knows what number it will accept and forces you to tediously click over and over again to find the max.
 
I'd like something that can help with range unit or siege unit visibility of a city. Oftentimes a city is basically invulnerable until one has units with 3+ range, due to the combination of hills and/or dense vegetation around said city, which prevents ranged units and siege units from using their full range on said city. Maybe Siege Towers/Obs Balloons/Drones can give that kind of visibility bonus to ranged units and/or siege units that they're stacked with.

I'd also like to see more support for Aqueducts. Aqueducts are fairly cumbersome to place for what they provide. It seems better to avoid settling bad cities to begin with, or wait until when one can build up a city quickly with trade route and builder spam. Maybe have Sewers provide bonus amenities in a city that also has an Aqueduct.

Neighborhoods are okay, esp with their new buildings, but dealing with partisans from spy-infested Neighborhoods is such a pain in the butt. Maybe just get rid of Recruit Partisans entirely and move Foment Unrest over to targeting Neighborhoods.

And as I usually state in threads like these, I find that Aerodromes have nearly zero support. Aerodromes get nothing from city state bonuses, nothing from governments, nothing from civics and pretty much nothing from policies. The most relevant policy for Aerodromes is Strategic Air Force, which grants +50% production for air units and carriers, and is unlocked by Globalization, an Information era civic.
Examples of what I'd like to see:
- Aerodromes and their buildings also get military city state production bonuses for producing units.
- Aerodromes provide a major adjacency bonus to Commercial Hubs and Harbors.
- Have Airports also count towards providing +15% production towards Space Race projects with the Integrated Space Cell policy.
- Have the Veterancy policy's production bonus also apply to Aerodrome districts and Aerodrome buildings.
- Aerodromes provide +10% bonus production for the Corporate Libertarianism government (so a city with CL and a Commercial Hub, an Encampment and an Aerodrome gets a total +30% production bonus).
- Upon unlocking Modern Flight, Great Admirals get 2 air unit slots. That, or a Great Admiral that instantly creates an aircraft carrier with 1 promotion and +1 oil/turn to cover it. (Edit: admittedly this one isn't quite a bonus to Aerodromes, but would be nice to have.)

Even considering all the stuff above getting added, Aerodromes don't have a city project, don't have specialists and don't provide Great Person points, so their utility outside of straight up war is incredibly limited.
 
Last edited:
I was playing a game where I was frustrated with how wheat and cow tiles where also my ideal district placements. That got me thinking that I would like it if the bonus resources concept was expanded to include cultivation and herding. You could spend charges on workers/scout units to move wheat/rice/corn to an adjacent compatible tile (cultivate) or horses/cows/sheep (herding) to an adjacent tile the unit spending the charge is standing on. This would allow you to optimize the yields and optimize district placements without having to harvest and the movements wouldn't be so dramatic that you are no longer playing the map you get.

You could expand the concept if you consider that crops needed a lot of development to get to where they are. It could be that initially they give their base yields but if you move them to create proper adjacencies they could improve over time. For example if you set up a farm triangle with maize you can use the cultivation action to copy the maize onto the adjacent farm tiles (at an appropriate tech) for the extra gold yields. To have knights and coursers maybe you need to get horse tiles adjacent to encampments to upgrade the strength of horses produced.
 
@coconut Tank
I agree aerodromes seriously needs rework. One other thing is that aerodromes should grant something like +25% boost to tourism in the city.
 
Top Bottom