- Joined
- Aug 12, 2010
- Messages
- 18,880
I have t thought about it, but I’m liking what I’m reading.Am I the only one who heavily dislikes that the yield view shows worked and unworked tiles in exactly the same way? Couldn't the yields on the non-worked tiles be greyed out/more transparent/smaller/crossed out/whatever?
Because there is only one type of improvement that goes on any tile, it’s potential yield=actual yield (the only question is whether you are getting it or not)It just occurred to me that you don’t pick which improvement you place, but that it depends on the tile’s features (flat/rough/vegetated?).
It feels like it will be confusing if there is not some way to distinguish between potential yields and actual yields, but this is not something that I can observe very effectively by watching without playing. I can’t tell if it requires internalizing several steps of logic that VI didn’t, or if it’s just because it’s new to me.
It feels like it will be confusing if there is not some way to distinguish between potential yields and actual yields, but this is not something that I can observe very effectively by watching without playing. I can’t tell if it requires internalizing several steps of logic that VI didn’t, or if it’s just because it’s new to me.
You have to build the Unique Improvement in the build queue; it builds over the default improvement but adds to not replaces its yields.Having said that, I'm not clear how unique improvements work. Are you choosing between two different improvements now (the unique one or the default one)? Or does the unique one just replace the default one in all circumstances?
I think it's pretty easy to see the difference between worked and not worked tiles on the map, especially during growth event.Am I the only one who heavily dislikes that the yield view shows worked and unworked tiles in exactly the same way? Couldn't the yields on the non-worked tiles be greyed out/more transparent/smaller/crossed out/whatever?
My general rule of thumb, and the game, is that any unimproved tile is not worked, and every other tile is.Am I the only one who heavily dislikes that the yield view shows worked and unworked tiles in exactly the same way? Couldn't the yields on the non-worked tiles be greyed out/more transparent/smaller/crossed out/whatever?
I can comprehend that and I know that, but it‘s not quite what I‘m looking for with my post. I want a chance to take in the yields of all tiles in a single glance, not tile by tile. I also know that there is a summary of, but it‘s not quite the same to see a summary compared to a detailed overview. Sorry if my original post wasn‘t clear in that.My general rule of thumb, and the game, is that any unimproved tile is not worked, and every other tile is.
Possibly same, although I wish there was an inbetween option of some sorts. I'll probably end up toggling it on and off a lot but an option to only have them visible while holding the key down would be ideal for me.I feel unlike with Civ 6, I’ll -probably play with yield icons off in Civ 7
Starting yields seem less important in 7 and resources seem more important