November 15th, 2016, 17:02
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I got that from this thread on CivFanatics about the various formulas used in the game: https://forums.civfanatics.com/threads/f...ad.600534/
I think that another way to look at Chopping is actually to realize the extent to which the quality of the terrain of a city gets superseded by Trade Routes and District Bonuses. Chopping a forest might cost you 1-2 production per turn from that tile, but if it buys you a Trade Route sooner, or a powerful Industrial Zone, then I think much can be forgiven.
November 15th, 2016, 17:13
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(November 15th, 2016, 17:02)HansLemurson Wrote: I got that from this thread on CivFanatics about the various formulas used in the game: https://forums.civfanatics.com/threads/f...ad.600534/
I think that another way to look at Chopping is actually to realize the extent to which the quality of the terrain of a city gets superseded by Trade Routes and District Bonuses. Chopping a forest might cost you 1-2 production per turn from that tile, but if it buys you a Trade Route sooner, or a powerful Industrial Zone, then I think much can be forgiven.
Precisely my thinking too. I completely agree.
There comes a time in civ6 (~T100ish generally for me, after you've had currency/apprenticeships for a bit) where a city's yield becomes less and less map based and more and more district/trade route based (with the possible exception of food.) This second paradigm is, IMO, very much more powerful than the first.
I think it makes sense to lay waste to the land around you to a certain extent to speed up the transition.
(This transition, btw, I like. It feels very realistic (to the extent that realism is desirable in a strategy game.))
November 15th, 2016, 21:23
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I dislike such a transition. What good is Population in such a system? What makes a city special when its sole purpose is to provide a Trade Route and a Factory to the collective?
November 15th, 2016, 22:05
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One thing I've done to increase the potency of forest-chopping is to chop into a +100% Chariot, and then use the doubled overflow for my real project. If I can time the chop to when the chariot is 1 turn away from completion, the production-bonus is maximized.
I'm not sure if this falls into Exploit territory or not, but I DO like knocking out 75% of a district in a single turn.
I have also read that the God of the Forge pantheon is bugged, so that it applies to ALL civs, making Chariots even more cost effective to produce.
November 15th, 2016, 23:17
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To me all those actions with the card multipliers are a little fishy. However, that's how the game was designed. A little tricky to call it exploitative, but surely powerful nevertheless.
I have seen people use the chop during the last turn of +100% production modifier to speed up other builds. Combined with the chop anywhere you like feature, it is way overpowered. Just like the +% modifiers to then sell the units and buy other stuff.
I personally hope for a balance patch.
November 16th, 2016, 00:12
(This post was last modified: November 16th, 2016, 00:21 by HansLemurson.)
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Interestingly, I don't seem to be able to Harvest Stone outside of my territory. Only chop trees. I think that maybe there was a goof and "Harvest Resource" doesn't follow the same rules as "Remove Feature".
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LOL, I harvested stone into a Heavy Chariot and built a Industrial Zone, and a Roman Bath in a single turn. As in "Completed and operational that very same turn". Still apparently have 200 overflow left to spend, but it's not letting me insta-build any more.
Hmm...If I send the production into another Chariot, will it get re-doubled or will it get truncated?
November 16th, 2016, 01:48
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Overflow is so incredibly wonky. Its like none of the lessons from previous Civ games were retained.
At least Firaxis is known for their communicative and transparent dev team and has a history of timely, comprehensive, and well-though-out patches promptly after release!
Oh. Right.
November 16th, 2016, 03:35
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(November 16th, 2016, 01:48)fluffyflyingpig Wrote: At least Firaxis is known for their communicative and transparent dev team and has a history of timely, comprehensive, and well-though-out patches promptly after release!
Oh. Right.
I do recall when Civ4 came out, that we had this direct feedback on civfanatics about the most pressing bugs we noticed. For example, during always war games, the enemy had so many units that the upper left corner display couldn't show that properly any longer and this was actually addressed. I had the feeling, that Soren was profoundly interested in the community's feedback.
Civ6 is the exact opposite. They have holed up and don't communicate at all. maybe they don't care as the product sells well. Who would know.
November 16th, 2016, 05:16
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Firaxis seem to have been trying to move away from tile yields mattering over the last few years. When benefit-granting trade routes were introduced in BNW, we thought early food-granting routes were bad. But judging by how OP they were in early Beyond Earth, and how strong they are in 6, they want to keep moving in that direction. Not sure I like it, however realistic it may be
November 16th, 2016, 10:20
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Its realistic in the sense that you can move food and relocate workers and machines nowadays.
Its very ynrealistic that trader units generate the food and stuff out of thin air.
Trade route to a capital with encampment and industrial district should give +4 food & prod to outlying city...and subtract this amount from capital. Realistically, that is.
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