Hmmm, I'm not sure if it was better to promote the slinger immediately or to hold the promotion for the healing. I think that I might have fortified in place for this turn to get the immediate (buggy) +6 strength bonus, then promoted on the following turn to remove the damage from the initial attack. It's over and done with now though, and with luck the unit will survive. This is a good example of why slingers don't make great exploration units in Civ6. That 5 melee strength makes them extremely fragile if anything can get next to them. Anyway, hopefully the unit lives and if not, we'll still be OK.
I will send over the new horses resource on my turn. Should have thought to do that after capturing the city state. I also like the idea to get a horseman out of Quangzhou after the current settler, and a builder out of the Chinese capital with Ilkum policy slotting in after the current shrine finishes. We could potentially use that builder for these tiles:
Plantation on the sugar resource for +2 gold and another amenity, and then chop/mine potential on both the forested hill and jungle hill tiles. The forested hill would stay at 1/3 yield while the jungle hill would become 1/3 yield, which is better for Hangzhou since it needs more production. Ideally, we'd use Agoge overflow on a warrior (or better yet Limes overflow on city walls but that's unlikely to be available yet) and channel that into the Campus districts. Or if it's too much trouble we could simply chop into the Campus districts, which would knock out a good portion of the cost. Still, always better to pair chopping/harvesting with a production modifier if at all possible. Lots of options here for using a builder.
Modo: to answer your first question, yes, captured builders come with the same number of charges that they had before capture. The Pyramids grant a one-time bonus of +1 charge to all active workers at the time it was built, and then any future builders get the +1 charge as well at the time that they finish in the production queue. China having the Pyramids does nothing to affect Rome in any way. Your second question is also correct, overflow production in Civ6 is not reduced based on the multipliers from the previous item being built. If I'm building walls with the +100% production card, and I invest a 30 production forest chop into that build when the walls are sitting at 79/80 production, I get 59 production overflowed into the next item regardless of what it is. Civ4 did the opposite and divided out the production modifiers for overflow, which was a less intuitive but more accurate way to handle the situation. This makes the +100% policy cards very powerful items that should be leveraged heavily while playing. Limes + Ancient city walls is a one-time opportunity to get a giant chopping/harvesting bonus into a city. Done properly, a stone harvest pretty much = a new district. This also makes coastal cities better than originally thought, since the coastal cities (or a city with a harbor) can make use of the +100% naval unit policy cards to the same effect. Galleys are a cheap build at only 50 production and I plan to use galley overflow abuse pretty heavily at Venezia to get stuff built there.
Good questions. Looking forward to playing my next turn in a few hours.
I will send over the new horses resource on my turn. Should have thought to do that after capturing the city state. I also like the idea to get a horseman out of Quangzhou after the current settler, and a builder out of the Chinese capital with Ilkum policy slotting in after the current shrine finishes. We could potentially use that builder for these tiles:
Plantation on the sugar resource for +2 gold and another amenity, and then chop/mine potential on both the forested hill and jungle hill tiles. The forested hill would stay at 1/3 yield while the jungle hill would become 1/3 yield, which is better for Hangzhou since it needs more production. Ideally, we'd use Agoge overflow on a warrior (or better yet Limes overflow on city walls but that's unlikely to be available yet) and channel that into the Campus districts. Or if it's too much trouble we could simply chop into the Campus districts, which would knock out a good portion of the cost. Still, always better to pair chopping/harvesting with a production modifier if at all possible. Lots of options here for using a builder.
Modo: to answer your first question, yes, captured builders come with the same number of charges that they had before capture. The Pyramids grant a one-time bonus of +1 charge to all active workers at the time it was built, and then any future builders get the +1 charge as well at the time that they finish in the production queue. China having the Pyramids does nothing to affect Rome in any way. Your second question is also correct, overflow production in Civ6 is not reduced based on the multipliers from the previous item being built. If I'm building walls with the +100% production card, and I invest a 30 production forest chop into that build when the walls are sitting at 79/80 production, I get 59 production overflowed into the next item regardless of what it is. Civ4 did the opposite and divided out the production modifiers for overflow, which was a less intuitive but more accurate way to handle the situation. This makes the +100% policy cards very powerful items that should be leveraged heavily while playing. Limes + Ancient city walls is a one-time opportunity to get a giant chopping/harvesting bonus into a city. Done properly, a stone harvest pretty much = a new district. This also makes coastal cities better than originally thought, since the coastal cities (or a city with a harbor) can make use of the +100% naval unit policy cards to the same effect. Galleys are a cheap build at only 50 production and I plan to use galley overflow abuse pretty heavily at Venezia to get stuff built there.
Good questions. Looking forward to playing my next turn in a few hours.