There are bonuses for 1, 3, and 6 envoys. It’s things like make this unit or get the Eureka for this tech or that civic. There are still quests that cities give that can gain an envoy but I don’t think they ask for other City States to be bullied anymore, at least I don’t remember seeing one. Sending Envoys replaces things like paying gold to gain favor. As you can see above with my American cities and Australia, I did not have them nearly as close and not as many fit on the screen.Ĭity states system got an overhaul. Closer is because if you have two close cities with districts, the land between them might give bonuses to both so double dipping. One interesting note I have seen in my 1 game plus false start is how much faster the AI builds cities and how they seem closer. I think base is 3 so double for fresh water is huge. One more aspect of planning a city spot is fresh water (lakes, rivers) give a bonus to starting housing of 3 (up to 6 I think) and on the coast is 1 but they don’t stack, just the highest bonus if on both. Rather when you send trade missions, they build a road on their way. One nice thing is since you’d have to build a bunch of them to do a lot of roads if it worked the same as 5 is roads are not built by builders. It’s nice you don’t have to wait for a few turns to get that resource or build that farm and while it means less units to manage at a time, it does mean you have to manage when to make them more often. I believe it started at 2 but will gain more builds as the game goes. They instant build but expire after X builds. A wonder might take only a few turns to make at points in the game (there is one I could do in 6 for example) but some cities might not be able to fill it’s requirement or it just might not make sense to build.Īnother huge change to figuring out your city and how to make it work for you is builders. They also can have limits to where built and are built over whatever is on the tile. Holy site (relgion), Campus (Science), Encampment (military), Harbor (sea), Commercial (money), Aqueduct (fresh water so city houses more citizens), Theatre Square (culture), Entertainment Complex (amenitys), Industrial Zone (production), Aerodome (planes), Neighborhood (housing), and Space Port (Science Victory projects).Īnother thing to takes up space is Wonders. About half have terrain bonuses so another way to plan your city around or when looking around with a settler for a new spot to take advantage of. There are 12 unique districts that open up options for new buildings and such to be opened with their own bonuses, all that need to be unlocked by a certain tech or civic being achieved. These districts need their own tile and if you build over diamonds or something, you lose access to diamonds since hard to mine them with stuff built on top so this isn’t like building a customs house in 5 that also gave you the resource. In 6, the City Center is a district and opens up options to build things there but many buildings need a different district to be built. In 5, everything basically ends up on your city center. One of the biggest differences is districts and wonders. Especially since in only one game I was not in a single war so it would be hard to speak on that besides what I saw in the tutorial videos. I’m not even going to pretend like I can go over all the differences from Civilization V that I have many hours in or even have noticed all the differences. Game 2 has gone a lot better and I feel like I understand a lot better. After about 100 turns, I gave up thinking I was getting the better by just playing and watched some tutorials. Maybe it was just being too used to annual sports games but I thought it was a good idea to ignore any tutorial options and start a game on a larger than normal map.
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