the removal of railroads from vanilla civ6 got me thinking what Anton Strenger (has been playing Endless Legend?) has in store for us in the first expansion pack, since clearly, RR will not return, but not as bland road upgrades.
so, prequisites: a tile improvement has one exclusive "improvement" field (a farm, mine, etc.) and one exclusive "transport" field (a road, RR, electricity line, fiber-optics, etc.).
what is a pool?
cities connected by RR pool together their food output and input. that is, all cities in the pool consume food from single storage. the allocation of surplus can be managed through a slider system.
say, the player has city A (+2 surplus food, 10 food in storage) and city B (-2 surplus food, 30 food in storage). the player connects city A with City B by building RR (the transport field) on tiles between the cities. now both cities have one storage with 40 food and 0 surplus.
likewise the mechanic can work for electricty if it will ever appear as a yield. the player can connect cities with electricity lines to pool their electricity outputs/inputs together.
so, prequisites: a tile improvement has one exclusive "improvement" field (a farm, mine, etc.) and one exclusive "transport" field (a road, RR, electricity line, fiber-optics, etc.).
what is a pool?
cities connected by RR pool together their food output and input. that is, all cities in the pool consume food from single storage. the allocation of surplus can be managed through a slider system.
say, the player has city A (+2 surplus food, 10 food in storage) and city B (-2 surplus food, 30 food in storage). the player connects city A with City B by building RR (the transport field) on tiles between the cities. now both cities have one storage with 40 food and 0 surplus.
likewise the mechanic can work for electricty if it will ever appear as a yield. the player can connect cities with electricity lines to pool their electricity outputs/inputs together.
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An ideal strategy game would tone down efficiency challenges, while promoting choices and conflicts
No gods or kings. Only Man.
An ideal strategy game would tone down efficiency challenges, while promoting choices and conflicts
No gods or kings. Only Man.