Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I think there needs to be a slight upping of how many things can exist in one spot. So, it'd be great to have 3 or 4 buildings per tile, and I agree there.
But overbuilding is one of the things that Civ 7 does actually get right. There was nothing worse in Civ 6 than to build a science district and when a strategic resource tech pops see three oil adjacent to it. Why was that bad? Because you couldn't overbuild or remove anything, so the industrial district you wanted to place there for that adjacency that now exists could never move in.
Overbuilding could give the player the choice of what to replace... that is definitely an upgrade that should happen. But removing overbuilding entirely would remove something that Civ 6 players wanted and asked for in terms of QoL.
Yep, this too.
Overbuilding needs to give a choice of what to replace, and it needs to show a compare-contrast of the yields between the new building and the old before you confirm.
It's a good system badly implemented, right now. Just needs improving.
Honestly, this is not intuitive at all. In fact, I tried several of these replacing old building withe more effective new buildings of the same output (food over food, culture over culture, etc..) and it seemed to work 1 out of 4 times.., how come it does not work ALL the time. I am frustrated, I need to take the day off.., if I can. Great game, but damn-it!
I only learned this tidbit a few days ago, so, sure, they might have done a better job telling us about this. But, once you know how it works, no need to further complicate the tooltip.
While I do agree, don't these old buildings give very little yields?
If I wanna plonk down a +8 food building I ain't gonna mind if a +2 food or +2 science building is gonna be taken down. It doesn't seem like something that'll impact the overall city or game.
Otherwise I don`t have complains against owerbuilding, but I definitely would like to see more info what I am doing and how it affect to me