Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Darkwing May 16, 2016 @ 5:02am
Have they given us a solution to being landlocked?
This image has sparked the question:
http://steamcommunity.com/sharedfiles/filedetails/?id=683369822
We can see the Harbor on the water tile, and the water tile is clearly not directly adjacent to the main city tile. So, by letting us build the harbor tile improvement within the city's workable radius, even without the city being founded on a coastal tile, it seems they've given us a solution to the misfortune of being landlocked.
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Showing 1-15 of 20 comments
Shadow May 16, 2016 @ 5:18am 
I would say they have.
With all the changes they're doing, it seems very possible that construction of units aren't limited to the main city square anymore. But other a tile where you have a fitting building. Such as a barracks for soldiers, harbor for ships and maybe an airfield for planes.
Darkwing May 16, 2016 @ 5:25am 
The possibilities this opens up, just in respect to military strategies and tactics, is extremely exciting.
Bouncer May 16, 2016 @ 6:02am 
Holy crap you're right. That there is a land city with a harbour, lighthouse and great lighthouse.

Thats a pretty amazing change,
Darkwing May 16, 2016 @ 6:14am 
This also makes me wonder if we'll have multiple production queues in a city. You have a Harbor on one tile, and barracks on another, and (presumably) an airfield on yet another, and those districts are where the units are actually produced so you should be able to produce infantry, transport ships, and bombers all simultaneously..
Ryika May 16, 2016 @ 6:23am 
Yes, that topic has been discussed on Civfanatics quite a lot. It's a good thing in my opinion, and makes Cities just off the coast a lot more viable. On the other side however, there must be a balance to make Coastal Cities actually worth it. If there's no other benefit for being coastal that can't be had be just having a harbor, then building a coastal City would just make you vulnerable to attacks from sea and, in most cases, reduce the overall number of "good" tiles available.

As for multiple production queues.. I doubt that will be the case. It's probably still one at a time. Producing Multiple items at the same time wouldn't really make sense if they still use the same pool of production - the last one would be finished at exactly the same time that the last one would have been finished if you actually queued one after the other.

Also, that's not how the hex grid is supposed to look. :p
Darkwing May 16, 2016 @ 6:28am 
Originally posted by Nysa:
Y
Also, that's not how the hex grid is supposed to look. :p
I know, it was too late by the time my brain kicked it:steambored:
Sticky Wicket May 16, 2016 @ 6:38am 
Originally posted by Thunderf00t:
This also makes me wonder if we'll have multiple production queues in a city. You have a Harbor on one tile, and barracks on another, and (presumably) an airfield on yet another, and those districts are where the units are actually produced so you should be able to produce infantry, transport ships, and bombers all simultaneously..

That really would be good, and not before time.

I have thought for years that Civ games need a system where a cities can have multiple build queue's; it makes no sense at all that you can't build units at the same time as buildings for examle. if they really have introduced such a system it would be a big plus IMO.

Originally posted by Nysa:
As for multiple production queues.. I doubt that will be the case. It's probably still one at a time. Producing Multiple items at the same time wouldn't really make sense if they still use the same pool of production

The logical thing to do would be to not have it coming form the same pool, as such, with regards to units and buildings, the two require almost completley different resources etc, and so it would work very well.

Originally posted by Nysa:
Yes, that topic has been discussed on Civfanatics quite a lot. It's a good thing in my opinion, and makes Cities just off the coast a lot more viable. On the other side however, there must be a balance to make Coastal Cities actually worth it. If there's no other benefit for being coastal that can't be had be just having a harbor, then building a coastal City would just make you vulnerable to attacks from sea and, in most cases, reduce the overall number of "good" tiles available.

Traditionally in Civ water tiles provide more trade/money, and so a coastal city will potentially be good for a *finance city*. That idea could be developed.
Last edited by Sticky Wicket; May 16, 2016 @ 6:49am
Leegh al Gaib May 16, 2016 @ 6:43am 
Originally posted by Nysa:
On the other side however, there must be a balance to make Coastal Cities actually worth it. If there's no other benefit for being coastal that can't be had be just having a harbor, then building a coastal City would just make you vulnerable to attacks from sea and, in most cases, reduce the overall number of "good" tiles available.
You can yield sea resources? See this screenshot for example.
Also, coastal cities can be used to hold sea choke points like a strait or between two islands.
Darkwing May 16, 2016 @ 6:43am 
Originally posted by Remember Byron:
Buildings - draw from hammer pool
Units - draw from population pool
?
Darkwing May 16, 2016 @ 6:45am 
Originally posted by Leegh:
Originally posted by Nysa:
On the other side however, there must be a balance to make Coastal Cities actually worth it. If there's no other benefit for being coastal that can't be had be just having a harbor, then building a coastal City would just make you vulnerable to attacks from sea and, in most cases, reduce the overall number of "good" tiles available.
You can yield sea resources? See this screenshot for example.
Also, coastal cities can be used to hold sea choke points like a strait or between two islands.
He also stated in that interview that coastal cities will recieve boosts in researching naval technologies (sailing, fishing, compass, etc...)
Shadow May 16, 2016 @ 6:48am 
Well the research ties in directly with your sorroundings, not sure if it also ties in with how you build your cities or not.
So if you have access to the sea more than lets say a jungle or something related to industry, your research when it comes to anything related to ships and the water be improved over someone who's on the last away from it.
Leegh al Gaib May 16, 2016 @ 6:49am 
Originally posted by Thunderf00t:
He also stated in that interview that coastal cities will recieve boosts in researching naval technologies (sailing, fishing, compass, etc...)
Ah yes that too :)
Sticky Wicket May 16, 2016 @ 6:51am 
Originally posted by Thunderf00t:
Originally posted by Remember Byron:
Buildings - draw from hammer pool
Units - draw from population pool
?

Yes something like that, but also relationship to strategic rescources would be good. It could also introduce some interesting new resources into the game too, and new buildings/processess. Seperate build queue pools could be enhanced by City buildings; cement works+steel works+stonemasons for building queue's and textile workshops/academies/schools for units.
Last edited by Sticky Wicket; May 16, 2016 @ 7:03am
Ryika May 16, 2016 @ 7:03am 
Logically it wouldn't make sense though. To "produce" an army you need to produce the Equipment they require, which will always come from some sort of Industrial production.

From a gameplay perspective I also don't see the benefit of having Military Units use some "alternative type of production" when there is already general production around. Why would you want to split it up when everything using the same type of production already creates a desirable scenario where you have to decide between developing your cities or developing your military.

I'm pretty sure Military Units will still be produced by however the new "Production"-Yield will be called.
Sticky Wicket May 16, 2016 @ 7:07am 
Originally posted by Nysa:
Logically it wouldn't make sense though. To "produce" an army you need to produce the Equipment they require, which will always come from some sort of Industrial production.

From a gameplay perspective I also don't see the benefit of having Military Units use some "alternative type of production" when there is already general production around. Why would you want to split it up when everything using the same type of production already creates a desirable scenario where you have to decide between developing your cities or developing your military.

It would make perfect sense, and would be more realistic. Yes there might be some cross-over with some materials, but essentially, no, they use different things.

Any town or city is able to have a program of developing civic buildings at the same time as developing the population. It has never made sense that a City can only focus on one thing at a time.

Last edited by Sticky Wicket; May 16, 2016 @ 7:09am
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Date Posted: May 16, 2016 @ 5:02am
Posts: 20