Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Martin (已封禁) 2018 年 2 月 28 日 下午 12:04
Just a thing I really don't like..
I like to build my cities evenly across the map.. it around 6-7 tiles between them, maximise the amount of land each one gets to build on, but I've come to realise that alot of the wonders and districts, actually try to force you to build much closer together, like within 6 tiles.. collosseum, barkel, zoos, power plant, factory etc.. they only work within a preset distance.

Enforced gameplay.. I don't like. It's been at the back o my mind ever since release, but it's probably this singular aspect of Civ 6, that ruins my games. You build a wonder.. all your cities are 1 tile further away.. you build a district improvement, all your cities are just out of range.. and so on. It's a stupid design mechanic. Civ is supposed to be about you being in charge and making your own decisions about city placement, then they go and try to force you to build within specific preset areas.. or you don't build those wonders, improvements with that aspect in mind.

There's nothing quite like playing for 5-6 hours and then finding out you've just wasted your time. It's these little things that ruin my game.
最后由 Martin 编辑于; 2018 年 2 月 28 日 下午 12:06
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epicsimian 2018 年 2 月 28 日 下午 12:18 
Apart from your first few cities you probably will not naturally acquire a 3 tile radius around any city by the end of the game unless going for culture or playing as russia. I never do and I buy most of the resource tiles up to 3 away as soon as I can afford to, usually on the turn I settle the city in mid to late game.

My advice is to try to build your cities no fewer than 4 tiles away from each other and no more than 7 tiles away. That gives you a fairly generous area to find a good city plot in. There will be exceptions of course, when you find that perfect city spot that is just out of range, like next to a natural wonder or that spot that has 3 unique luxury resources in range of it.

Earlier you may want to build them more spread out and if you're still building in the information era I wouldn't worry about doing more than 4 or 5 hexes away.

Also, keep in mind that you're getting 36 tiles in a 3 hex radius which is also probably double the population of most of your mid to late game cities. So even if you are building culture buildings you probably don't need to keep your cities 6 hexes apart.

If you really want to try and maximize you could do an every other sort of pattern where you do 6 hexes apart and then build the next city 4 hexes apart, then the next 6 hexes apart etc... That gives you a healthy amount of space for really tall cities. Or go 6 hexes apart horizontally and 4 hexes apart vertically (or vice versa). If you do that right you could get 4 cities into a 6 hex radius district building.
SPC_UK 2018 年 2 月 28 日 下午 1:17 
Even if you build 6 cities in a rectangle, all evenly spaced out with six tiles between each, there are four tiles in the middle that can reach four cities and numerous tiles that can reach three cities.
jcp011c2 2018 年 2 月 28 日 下午 1:49 
I do think empire building/placement strategy has to be different from previous iterations due to some of the new mechanics of this version. I've only played IV and V (and III for less than an hour so I don't really count it), but when I'd place cities I would want balance giving them plenty of room to expand vs grabbing what resources I could.

VI I'm fnding it's better to just start taking up as much of the map as possible, otherwise the AI WILL get in there in between your cities and take it for you - more so than previous games in the series - and the level you're playing at doesn't matter. Stacking bonuses are more important here as well so potentially having your cities so close together could help reap the benefit of those bonuses twicefold at times.
epicsimian 2018 年 2 月 28 日 下午 1:58 
The new loyalty mechanic means you can take or raze cities (without penalty or DOW) that the AI puts between your cities now, assuming you know what you're doing. From what I've seen the AI seems to be aware of this and hasn't been settling between my cities.

Also, in most cases, you can't stack proximity bonuses anymore. They fixed that in a patch last year but the new governor system lets you do it in 1 city at a time.
terry 2018 年 2 月 28 日 下午 8:03 
Ill give you the part about the wonders. But the district buildings, you say you build to have maximum land so just build the districts in each city and dont worry about things like the factory bonus(they dont stack with other factories anyways). If you are spreading your cities that far apart, you have plenty of room and should have plenty of population in each one to build the districts.
Son of Thor 2018 年 3 月 1 日 上午 4:23 
I've started packing my cities closer together and it greatly enhances the ability share district adjacency bonuses. An Entertainment Complex covering 6 cities is a wonderful thing. Space between cities fill quickly and then all growth expands your empire outward.
BatMart 2018 年 3 月 1 日 上午 5:51 
So, you don,t like the loyalty system, you don't like being forced to play by the rules of the game, have you thought that maybe civ 6 is not THE ONE for you ? 5 is still running strong...
Martin (已封禁) 2018 年 3 月 1 日 上午 7:51 
引用自 terry
Ill give you the part about the wonders. But the district buildings, you say you build to have maximum land so just build the districts in each city and dont worry about things like the factory bonus(they dont stack with other factories anyways). If you are spreading your cities that far apart, you have plenty of room and should have plenty of population in each one to build the districts.

Yeh for industrials I tend to do this anyway, but in late game I usually try to build entertainment to cover 3-4 cities and I mean from game start, I do try to put cities at 5 tiles but sort of maximise the land use, but really I guess my point is, why make the wonders etc go 6 tiles..? Why not 8 tiles 8 tiles would comfortable put most avg cities in range of ranged districts and wonders.. why create these base rules like this, the game really does feel like someone made the game, it was wonderful.. then some idiot comes along and just changes all the rules to make it as frustrating and childish as possible.

It's really annoying that you can be enjoying the game, maybe getting a few wonders in place, then realise that city is 1 tile out of range or can't build the wonder because it MUST ABSOLUTELY be on flat land next to a holy district, on a river, near a mountain, next to the sea, with tundra on it adjacent to a desert tile with an oasis.. it's just a stupid system.
Despiser 2018 年 3 月 1 日 上午 11:07 
It forces you to do some city planning yes. I like this aspect. I try and optimize factory and entertainment districts to serve as many as possible with their 6 tile reach. There are other ways like great people to extend this even further. I don’t see the attraction of simply plopping down cities 8 tiles apart. But then, I don’t miss stacks of doom either.
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发帖日期: 2018 年 2 月 28 日 下午 12:04
回复数: 9