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Civ 6 SG2 - Duty Free Egypt

Oh and this placing to lock in cost I am pretty sure does not happen. If you are building a builder in 1 city and buy it in another the builder goes up in cost that isn't finished, so I would expect the same from districts too.


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Placing to lock in district cost is 100% a thing. Have seen the costs lock in personally in my own games.
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@ REM, best guess is that builder/settler-scaling and district-scaling engage different cost functions which are checked at different times.

In general I think we'll want a lot of TR's just for the gold income. In normal play you have ~14 TR's at +4F/+4P each for +52/+52, while here, even if we sent everything to Seoul and it never grew, that's +82 GPT / +28 BPT, at some point AI cities will be better since they'll have districts (probably only in the capital) and we can land an absurd amount of gold out of it, which we'll have to use buying things like sewers and builders for farms so we can actually grow our cities...

@ Pindicator, I like your district placement, except I would go as far as to put TradeWinds' Commercial and Harbor district such that they make a clump of 4, to max out the bonus. Remember that later on the harbors gets a building that turns their adjacency bonus from +gold -> +production/+gold.
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Also, from a logistics POV, right now it's a long walk to the other side of that lake, if we can land the tech that lets units embark, it will cut something like 10 - 12 turns off travel times.
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(November 27th, 2016, 11:42)Sareln Wrote: @ Pindicator, I like your district placement, except I would go as far as to put TradeWinds' Commercial and Harbor district such that they make a clump of 4, to max out the bonus.  Remember that later on the harbors gets a building that turns their adjacency bonus from +gold -> +production/+gold.

Do you mean combining the markets and harbors of Colombian Exchange and Tradewinds so that they make a clump of 4? I was only planning districts on a per-city level, but I've heard that adjacency bonuses don't care which city the district is assigned to. I don't think that actually gets us any advantage over 2 clumps of 3, though. So maybe I'm not understanding right.

Shipbuilding is the land embark technology, so I better add that to the list too
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Hmm, not sure how it does partials, I'll see if I have experimental opportunities.
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I think the idea is to play 10s now but whatever works for you to get a solid hand off point is fine.

Good discussion otherwise. At work so can't really comment further.
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I believe there is no bonus unless there is a full bonus. Each district is always at least a .5 bonus though no?
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(November 27th, 2016, 13:31)ReallyEvilMuffin Wrote: I believe there is no bonus unless there is a full bonus. Each district is always at least a .5 bonus though no?

This is my understanding.  Harbors also have a +1 bonus for each adjacent seafood, and Commercials have +2 bonus for adjacent harbors and adjacent rivers.  So those usually trump the .5 district adjacency bonus.
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(November 27th, 2016, 14:03)pindicator Wrote:
(November 27th, 2016, 13:31)ReallyEvilMuffin Wrote: I believe there is no bonus unless there is a full bonus. Each district is always at least a .5 bonus though no?

This is my understanding.  Harbors also have a +1 bonus for each adjacent seafood, and Commercials have +2 bonus for adjacent harbors and adjacent rivers.  So those usually trump the .5 district adjacency bonus.

Do they stack, eg. a harbor which is next to 2 districts (Harbor and Commercial) -> +3 (1 for the two districts, 2 for the commercial?)
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