... well they do give good productionshould have a secondary use,
Sell it to them until they attack you. Then watch them fail to heal.
Aaah one sale too far. I have that problem with Victoria, if you settle a city you get a free swordsman even if you do not have iron.That answers another question I had. My knight wasn't healing. Now I know it was because I had sold my iron.
Aaah one sale too far. I have that problem with Victoria, if you settle a city you get a free swordsman even if you do not have iron.
With you Agonistes... alwaysBet you are looking for that 'missing' emoji again
... well they do give good production
LOL oil is damn difficult to get as it is.
How much more oil can you put on the map before it's trivial to ensure you have some? It's the only strategic I don't get in 100% of my games.
I agree, while Civ5 system had its flaws, ironically Civ6 system only seems to scale those up. In Civ5, it was a common complaint that it was imbalanced when one civ had access to, say Iron, and another civ didn't. But at least in Civ5, the civ with access to Iron could only build a limited number of swordsmen. In Civ6, you can build infinitely many with access to only one resource - so that leaves you with even more of a disadvantage, if you don't have the resource. I liked Civ5 system better, with frequent small quanta but rare major quanta. Also, city states was a good way of ensuring a secondary means to strategic resources.I just wish they'd go back to the Civ 5 system where each strategic resource would only allow you to build a certain number of units using that resource, then you'd need to go get more. 1 source of oil powering a giant army of tanks is dumb.
They still are and you can use your workers to mine it if they have not. As a Dom CS I will not put my envoys down until I know I have a source of iron.Also, city states was a good way of ensuring a secondary means to strategic resources.