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https://steamcommunity.com/sharedfiles/filedetails/?id=1528155583
Seems one of the options is to raze a city. Maybe give that a try.
I play civ not aimed to win, but to maximalise the output of the map given to me.
-that means that I make screenshot and spend MANY hours outside the game puzzling for the optimal city layout, and optimal location for all districts and wonders..
*
one reason I disclike civ 4 and 5 is because of the penalties for many city's ruining this, this was why I always loved 3 more, and call to power even more (because with terraforming and sea city's every place was a good place)
*but I get it civ 6 has MUCH more factors to adress to calculate optimal map output.
making it much more labor intensive...
but I liked a challenge..
1 tile off means that entire grid is ruined.
thanks..
(hope it also works for vanilla game as my current game is without the dlc, I wanted to first do a "normal" run before adding these things)
no but I found on the game wiki that a city cannot be nuked below 1 population.. as such it will never be destroyed.
that I do... and setting savegames to 100, 10 turn intervals, as I already did, helps too.
(but it does not fix the present situation)
-> and quite frankly I find this very bad programming...
In civ 3 I could edit things like this in the gamefiles
(change bonus per tile, change size of armies, change cost of items, change upgrade paths, change science tree path.. make city's possible to build on water, and much more)
the button for pillage city is there.. but it is grayed out if you founded the city.
(there must be a line of text in the gamefiles that has a simple yes/no option to block this... if I knew where it would be as simple as switching a yes to a no.. and presto you can pillage city's you founded)
-> also if I found where to change tile values, I might just set the default terrain bonus of city's to 1 food, 2 production, instead of 2 food, 1 production... that should make it possible to starve them out. (though not sure if that would remove the city or would just create a 0 city)
but again not have traced the gamefile where that data is in yet.
Maybe you've subscribed to the forum by accident.
On the top, in this page, just below "Sid Meier's Civilization VI" you have the tabs "All", "Discussions", "Screenshots", "Artworks" and so on...
Click on "Discussions" or the link below.
https://steamcommunity.com/app/289070/discussions/0/
In that new window you have, at your right-hand side a button saying "Unsubscribe from forum". Click it, you should be "released" from the spell.
*a new version of a game should do all do good things of it's predececcor, and a little less of it's mistakes.
civilization was always about spamming a HUUGE map full of hundreds if not thousands of city's and building practically the same buildings in every one of these city's, save a few wonder.. so optimal city placement was key.
->
newer version should expand on that concept.
let's see the changes over the ages :
civ 3 vs civ 2
*I get how the advisors in civ 2 were just too good, but they were fun with their little animations and pop up movies.. I still think they should return, but at least I get why this was removed.
*I also get how airfield are now a base, no longer can you move airplane endless in 1 turn.
call to power?
-> civ should have learned from call to power it got many other things right...
*replacing workers for a tax on production and public works is brilliant! it removes so much micrwork, focussing you more on the larger city spamming!
*terraforming every tile into ANY other type of tile you want, if you cough up the public works and turns to do that? brilliant!
*have specialised settlers that build sea and space city's, PERFECT finally you can spam city's in the perfect grid, without fuzz! less micro!
*have future tech, goverments and units, nice!
*add a third tier of road improvement, in the form of maglevs and underwatertunnels, especially those tunnels that allow you to link together your entire realm without hassle -> GREAT no longer the hassle of 0 turn railroads but 150 turn sailing trips to resupply your very far away islands!)
*a large selection of "spy" type units and actions.. televangelist, slaver, etc..
*the hippynuke, gotta love it;)
-> 9 units per tile (of any type, army, civillian or other).. reasonable and workable.
than enter civ 4 &5
-> ok they added the hegagon grid.. granted it makes spamming city without tile overlap easier than with the square map.. so it's an improvemant.
-> but they added HORRIBLE penalties to owning more than a few city's often even 1 was better.. forcing you to defeat your enemies burning their city's instead of taking them, and leaving the world a barbarious wasteland rather than placing your own city's everywhere..
*a direct attack on what makes civ, civ!
-> also faith was nice, but having buildings that can only be build in a certain age.. NOPE
-> removing the unit stacks and armies to replace them for one unit per tile crap?, we need LESS micro, not more..
let's not even talk about beyond earth.. that crappy game cannot handle the player owning more than 255 items (an item is any city, building in city, unit or tile improvement) over that limit the city crashes... I was never able to complete a single game due that noncence.
-> and sadly somewhere we lost our palace to improve, can we please have it back? even better if every civ gets it's own palace to build rather than us upgrading the same cave or selecting from the same 5 building styles?
enter civ 6 :
-> ok so they removed the many city penalty : good move finally a civ that at least understands what civ is.. city spamming..
-> they also tweaked religions a bit.. nice nice, while predictable is more easy to micro this one adds not to much fuzz while still managable.., and at least no bonusses and buildings worth noting that you will miss out on because you tech up to fast.
*making multiple TYPES of civillians.. AND have them have limited uses.. bad bad move!
this ADDS micro..
I get the concept of paying production per tile improvement, but again call to power's way to solve that was much better.
->those external wonders and districts.... ->I kinda like the concept... but also way to much micro..
*districts with no border bonusses, would be much better, it would be an improvement.
*likewise while I like the speciffic requirements for wonder placement, wonders that require speciffic placement should have always empire wide bonusses only, not localised ones.
(aka "improve all rainforst tiles in your empire instead of improve them in this city, give every city x bonus, instread of only giving it to a few city's in range)
so,,, civ 3 and call to power still are better... but there are a few charming character traits here..
but.. than the elephant : non removable city's.
-> that is a type of handhelding I never want in my games.
*I do like the killable npc of morrowind.. I not like the unkillable ones in oblivion and skyrim
*and I want to be free to burn and pillage the city's I want...
there is no reason to have domination require you to keep others capitols.. other civ games gave you that victory fine.. if you just destroyed everyone else or conquered x% of all land.
-> and there CERTAINLY is no reason why you should not be allowed to destroy your own city.
(in any civ, creating a settler or worker in a city of to small size, would remove that city AND you could just abadon city.. it was a good feature)
-> likewise the unremovable city states are a similair problem
*these ruin the city spamming thing bigtime... and add loads of unneeded micro...
this is bad programming, and handhelding..
it is not logic, and it does not suit the history of earlier and good civ games.
-> unremovable city's of any type are just a very bad idea, and yes for that I blame programmers.