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And it makes sense as far as I'm concerned. Only way to get rid of a wonder in production is to let another civ finish it first.
What you need to ask for is a confirmation when placing down wonders and districts. Once you start building them, there should be no way to re-decide.
Idk i think thats harsh. Not to OP thats not harsh but not being able to re-decide or re-locate districts/incomplete wonders is wrong. Wonders especially, sure that wonder in that one tile was a good idea 3hrs and 60 turns ago but alot of tech and policies have changed as well as diplomatic relations in that time that make that wonder not such a good idea anymore. Have fun waiting 30-120 turns for someone to complete that wonder (that is if anyone even has the tile requirements for it) For gameplay's sake it MUST be in the game someday.
Example:1
How can anyone possibly plan for these things? I built my cities in the renaissance. All tiles full up as brazil perserving the rainforests. Problem is "ooo venitian dock wonder thing that gives a free naval unit everytime i build one". But i already built a district on the costal tile near my factory district. How should i have planned for something i didnt know ever existed?
You could argue "well next time remember that and plan for that in advance." But games arent static, eurikas are designed to shift your plans and shake the game up so next game you probably wont be a naval power and wont need the wonder. Or your in the medival age, gettting ur butt kicked and desperatly need that tile to accomodate a military district.
Example:2
I have a city with 8pop, sandwiched between 2 empires.
I no longer require the entertainment district there, im a colonial empire and have sniped many luxuries. I would like to use the limited space (most of which is tasked with feeding my 8 pop with 16 food) for a different district, but districts are limited to 1 for every 3 citizens +the first. I have a max of 4 districts in that city, I dont need the entertainment district anymore and would like a campus instead. Why not make the change? What argument do you have against giving us the abilty to "modernize" and customize/micro our towns?
How can anyone argue against the ability to not move/remove districts? It makes no sense. No one can possibly remember every combination of tiles that best suits cities, and even if anyone did they would have to remember future wonder tile requirements a wonder you never used in the past may be useful to you in your current game since again games arent static. ON TOP OF remembering future tech that further makes some bonus's obsolete but newer modern bonus's more efficient.
Perhaps that +2 to production for your factory district in that one tile that seperates your farms isnt as valuable as the +2 food X 4 farms you could have gotten had you not put the factory there and instead left the farm alone. Freeing up 2 farm hexes on the other side of your city.
The problem for me is it can be difficult to see exactly where a city's eventual workable tiles will be. It was a minor problem for me in 5, but with the irregular borderlines in 6 it's even more difficult. (I miss the feature from one of the games were we could see a template of the city footprint). I placed the district initially thinking the other area was going to be out of range, (not the spot for the industrial district itself, but the mineable hexes just beyond it, for the adjacency bonus.) but then once the border expanded in the middle of building, I realized I'd misjudged.
I can understand there being some kind of penalty for doing it. Like maybe have it take several turns to remove it and you can't rebuild it elsewhere until it's removed. Or maybe the site can become "abandoned" and it take a number of turns before you can build anything there again. Though maybe losing many turns of production can be considered penalty enough.
There are a number of ways to handle it that I think would be a better choice than what we have now.
What's up with everyone getting banned?