On top of that most district and building yields are independent of population size, so there are many benefits to going wide but few for going tall. For some reason Civ6 drops these kinds of systems and the amenities system is not enough to discourage ICS (infinite city sleaze). Past versions of Civ had various ways of penalizing civilizations that grew too wide too fast such as corruption/waste (Civ1-3), increasing city maintenance costs (Civ4), or the global happiness and science penalties of Civ5. The maximum loyalty is also always fixed at 100 which I find unrealistic for cities that were captured from other players. If you fall to 75/50/25 loyalty suddenly yields drop 25/50/100% and growth drops by 25/75/100%. In the existing system, if your city has over 75 loyalty and is gaining loyalty then you can completely disregard loyalty. Why the need for this?The existing loyalty system only has 4 loyalty "levels" - causing huge jumps in the impact loyalty has when you cross certain thresholds (25, 50, 75 loyalty).
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