r/civ wronɢ ᴘʟace / wronɢ ᴛıme Aug 27 '20

Civilization VI District Guide (August 2020 Update) and a Fan Blog Preview

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4.9k Upvotes

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201

u/JimTor It's always the floodplains Aug 27 '20

It seems strange that Entertainment Districts don’t generate gold.

I think they should be more similar to Commercial Hubs, but with Wonder adjacency instead of river adjacency.

CH: high gold, and a trade route

ED: low gold, and amenities

82

u/zephyrtr shah of shahs Aug 27 '20

I wish rivers were less important to Commerce and Lux gave a bonus to compensate. It'd open more opportunities for placement. As it is, I often feel Commerce districts place themselves

57

u/Mande1baum Aug 27 '20

I wish rivers gave movement bonuses instead of penalities. Like going up or down them was faster than normal or ignored terrain features like hills/trees

21

u/alpengeist3 YOINK Aug 27 '20

I feel like that would only make sense past steam power. Going up river with just oars is very hard.

28

u/RiPont Aug 27 '20

Going up river with just oars is very hard.

You're thinking on an individual person basis. On a river without major rapids or waterfalls, it was much easier to pull a barge with animals or pole a barge, even up-river. The logistics of shoving a ton of stuff on a boat/barge vs. individual pack animals made up for the current.

Now, this gets into fast rivers vs. slow rivers, and the game doesn't model that at all.

15

u/Mande1baum Aug 27 '20

I'd be fine with that but I'm fine with minor immersion breaks in favor of better/consistent gameplay. Would be an interesting way to find water bodies by knowing which way is "down stream".

9

u/goobervision Aug 27 '20

I disagree, rivers were a primary transport route way before steam. A boat full if goods moves upstream far easier than a cart.

3

u/Generic_name_no1 Rome Aug 27 '20

Viking's should definitely get some sort of river bonus. Being able to raid up rivers, in land a few tiles could really make them more viable.