Or they could provide production on all adjacent sea tiles (so that placement is still important, and more of those empty sea tiles become useful and worth working, and you actually have to work them in order to get the benefit (as opposed to the Harbor just having an adjacency bonus). Or perhaps Harbors could act similarly to lighthouses from Civ V and provide production on sea resources. Harbors could provide a small amount of production. I think there's a couple ways to resolve this. Coastal cities with lots of water are, thus, very unproductive and not really worth building. They provide small yield, can't have districts (other than a single harbor per city), and generally lack production. I'm very underwhelmed with coastal cities right now. I have posted a link to this blog on Civfanatics at:įeel free to discuss through the comments on this post, or via the linked forum topic! Improve coastal cities I'd like to spend this first suggestion post going over some ideas that I have for expanding the ocean mechanics, and for taking advantage of more of the map's dead space. In expansions and DLC, I would like to see some of this space become more alive and useful. They act as obstacles, and that's basically it. Even though they're more important for Holy Sites and Campuses, mountains are also still mostly dead space on the map. In my review of the game, I mentioned that oceans feel like they've regressed a bit since Beyond Earth: Rising Tide, in that they've returned to feeling like lifeless dead space on the map. I've already been thinking of some ideas for how the game could be improved in expansions and DLC, and I'd like to spend a few posts to share some of those ideas with you now. I really like Civilization VI! Of course, it has its share of nagging problems (some of which have been resolved already) - any game of this size and scope is likely to have issues at release.
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