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You do realise the bigger your nation the bigger your borders/frontlines are right? This is usually why I prefer going with a very small nation so that I have small borders to worry about. But in this game even going small can be annoying with the immenity/District population requirements etc issues. It's like they force you to go wide (because of the district population requirements and wanting you to "specialise cities") and then punish you for doing so via the luxary/immenity thing. The result = frustrated players.
You also do have other restrictions. Actual map space/other civs on that space and then all the micro managment frustrations of those cities. There are others I'm forgetting too I'm sure.
Civ 5 nor the others from what I recall never had these frustrations or isues.
If you let the city grow you get Amenity notices,
If you have loads of Amenity, you get housing notices.
Pick the notice you want spamming the screen every turn. It's a loop system you can't really win.
Honestly though, I prefer the way the amenities work now compared to civ 5. In civ 5, if you had a few new cities or a few occupied cities it would ruin your entire global happiness. While in civ 6 happiness is on a local city level. Making one unhappy city not affect your whole empire.
Also with proper city planning you can build a 5-6 city Coliseum which will greatly help out your amenity problems as well as give you early culture. If you have a 4+ tile lake nearby building Huey is also a good option
Ya, I spread my cities out "perfect" so there is as little wasted or overlapping space as possible, it takes a while to get the cities there but that is how I like to play civ, this game just doesn't seem to lend itself to that design all the time, and that to me is a big design flaw...Oh, I forgot to mention it so far in this thread but in all my threads I like to say how I absolutely hate the one UPT system, sorry for the tangent, just still gets on my nerve every time i play the game eventually.
Death stacks we're atrocious..... I like the balance civ 6 has with limited stacks (general + religious unit + land unit + air unit + support unit) then you also have corps and armies to increase your unit strength
Totally agree, also agree with other posts, that if you have multiple copies of the same, then they should also work for at least 4 other cities that aren't currently using an amenity of that type.
The Civ 6 Happiness system is a joke. Ultimately, even with stadiums built, you will eventually run out of amenities and even without war weariness your cities can riot. Although they'd be pretty big and you'd probably be in later atomic/info era. But I've had a few cities around 26-27 pop that were decidedly unhappy forcing me to go hunting for amenities because there were none left near my "area". And just building random cities just to get access to a resource seems like a stupid design flaw.
No.
Owning two different luxuries will always be superior to owning two of the same type.
There is only one extremely rare exception where it would be equally (but not less!) effective for a turn or two, that's when you have 8 cities that are on the exactly same happiness level so each of them would receive +1.
As soon as you have less than 8 cities or only one city that is more unhappy than the others or any other possible situation, having two copies of the same luxury would always be inferior to diversifying your luxuries via trade.
Players wouldn't have to keep track of amenities, because having as many different luxuries as possible would still be the optimal strategy in any situation.
They also could nerf additional copies to make trading even more worthwhile. Only the first luxury would give +4, each additional copy only +3 or +2.
That would make much more sense than the current solution, where you get all or nothing.
Which sucks if you have 5 teas in proximity to your cap.
Wasn't there a Civ that allowed you to just build a little improvement on resources outside of your area of infulence.. or am I thinking of another game..
Yep, it's been a stupid design flaw in the last 4 Civs.. what's your point? ;)
Yes that was Civ 4 I think and I think it was a cool little system to have in place. I did miss it when they didn't add it in 5. Kind of how in civ6 I miss the civ 5 strategic resource system. That being you get a number of resources from each one and can build only as many units of the type as you have.
Example one Horse resource may provide 3-4 so you can only build 3-4 knights. You could then of course obtain another horse resource to increase your knight capacity. Why oh why did they take that away from civ6? And why not simply add it to the luxary resources!
One luxary resouce could apply to x amount of cities as the resource woud state. Example, one tea resource could say (2) so thats 2 of your cities covered. Get another Tea resource and you could cover another 2 cities or whatever. But no, they dropped the ball again...
I agree!
The way strategic resources were handled in civ5 was really good, why did they have to change it? Managing them was a lot of fun.
And when I have several copies of tea, why can only 4 cities benefit from this resource? Do people in the other cities behave like "no, when someone else can have it, I don't want it anymore"?
Very illogical.
In the end it comes back to the AI city spam. Currently we are "required' to have between 8 and 12 cities to be an end game leader. Mostly that's because the AI dump cities on the map to compensate for low science scores and other similar factors. Our 8 to 12 cities are mostly there to compensate for 18+ City Civs that smother the map.