Could you specify? I'm not sure what you're talking about.
Luxuries? Strategic resources?
Here's my opinion.
1) It's a limitation on expansion. In order to keep your people... "amenified", you need to collect copies of luxes
2) It means multiple copies of a lux are just as valuable as one copy, depending on the size of your empire. If you're going for a small 4 city empire, you can trade away all duplicate copies of a lux, or you don't need to focus on finding extras. If you're going to have a larger empire, you need to work a little harder, but duplicates will help with this
Edit: I see it as a good thing because I think this is a more enjoyable and clear limitation on expansion than the science and culture tax of Civ V. I also like that duplicate luxes are now very valuable. I kinda hated that I constantly would forget to trade away my duplicate luxes if the other civs didn't contact me to make trade agreements.![]()
Your opinions to me sound correct, but they explain the matter as a kind of limitation to the expansion, which imo is correct, but I do not see any playabilty advantage over civ v, there seems to be more tedious tasks to manage each city luxury this way, imo
Yeah, there's no step 2 and that's the nice thing. Maybe it's more like this though.
Step 0: Figure out how many luxes you probably need
Step 1: Connect luxuries with builder
Actually there is one possible downside. Let's say I have 4 unique luxuries (maybe 2 copies of 2 of them). Now let's say I have a city that's only getting 3 amenities from luxes. How do I figure out which of the 2 I need a 2nd copy of? If I get the one that this city is already benefiting from, then it will do me no good there. So here's to hoping the tooltip will point out which luxes the city is using.
It is fairly simple to lock citizens so your city doesn't grow - and thereby indirectly limiting its need for luxuries if you are going wide. I love this happiness system. It is simple, easy and doesn't require a lot of micromanagement - yet more interesting than civ5's happiness system.
Simple? It's the most complex happiness system in the Civ games so far. It was too complex to let players manually distribute amenities so developers had to write a part of AI for it.
Yes, simple - I'm talking about the end result. You cant just take out the AI distrubition and then call it complex because the AI isn't there... the auto distribution is there and it seems fairly simple to me.
My car is also an everyday "simple" object that I enjoy, but if you strip away the parts then that is complex too - but I'm just driving it... jesus... dunno why I'm even responding to this drivel...
It's not simple because it's nearly impossible to predict the effect of actions. Let's say you've traded an additional luxury resource. Which cities will gain amenities from it? Probably those with biggest deficit, but if some of them are equal, which ones? Even if ou build some happiness building in a city, this means next turn will be amenity redistribution and you can't tell for sure what you'll get in the end. And the difference in 1 amenity could be as big as 10% of all city yields.
I think it will quite obviously go to the four with the lowest Amenity rating and then in ties go to founding or acquisition order. Either way, that's not really complicated.