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How To Repair Buildings Civ 6

  1. The breaking out of districts in Half dozen was a radical change and personally am pleased with it merely the commencement stab escalating cost has been an ongoing debate.
    I have been doing pillaging to death of tardily and it becomes clear there is a fourth dimension when it is worth more to pillage a district than capture it. The funny thing is you can pillage a banking concern and market quite late and notwithstanding have time to repair and become them functional but repairing a district takes so long that information technology is worth pillaging everything but the district.
    That once once more takes us back to what is this district that makes it so much more than hard to repair than a marketplace or bank?
    Every bit for those that refuse to pillage, a hurricane comes in and wipes out my campus and all buildings. Why does information technology have 30 turns to repair a campus while so much less time to repair my library and uni?
    I run across why the escalating cost blueprint came in simply maybe with all of the other considerations since it is an area that should be changed?... why?
    Well pillage an AI's district and they will just never recover information technology.
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  2. I don't see these high numbers and so frequently anymore, except if your city has minimal production capability.
    Even so I agree, repairing a commune should cost way less than information technology currently does.
  3. ghost88

    ghost88 Warlord

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    Which is the main problem in this case equally the ID is the pillaged district.
  4. S1AL

    S1AL Warlord

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    The method and degree of toll escalation make no sense. Many of the bug with districts can be extrapolated from that. I've been tinkering with ideas for modding them; currently, scaling them a la workers/settlers makes the nearly sense to me from a mechanical standpoint (of the bachelor options).
  5. Well, if y'all capture a metropolis, I guess information technology may cause you to refrain from pillaging the commune itself? Probably not I guess; the yield is all the same probably going to exist amend than the passive yields.

    And and then disasters, well.... that is annoying.

  6. I think there should just be a fashion to "externally" repair a commune. Then, using military engineer or worker charges (plural intended) for case.

    Elsewise, devastation is devastating.

  7. I agree that repairing pillaged/destroyed-past-nature districts and buildings takes FAR as well long. Enemy stops on your farm to pillage it? It's basically free to repair. They stop on your district? It can take like 20% of the game. all for the same motion toll from the enemy.
  8. I suspect the intention was to emphasize the difference between a Edifice, no matter how elaborate or useful, and a District as a game mechanism.
    I also suspect, as usual, they didn't bother to test how significant the difference in repair costs was.

    Concord with @Cerilis, though, that there should be some deviation: if Districts and Buildings tin can both exist repaired with a unmarried pass of a Worker, no charges, no fourth dimension required, it cheapens the District too much.

    I rather similar the idea of using Military Engineers or multiple Charges to affect District repairs. Since you can't repair Buildings until the District they are in is repaired, that would still requite some time chemical element to the total repair neb: one plow per District minimum, plus 1 turn per Edifice in the District.

    Another possibility abreast Workers or Military Engineers, if they desire to keep District Repair expensive, would exist to allow a Great Engineer to repair a District the mode a worker repairs a Edifice: no 'toll' involved, but you have to keep a Great Engineer hanging around gear up for the chore and thus lose any Bonus he would otherwise provide.

    Jkchart and Duuk like this.
  9. I would only pillage districts when I'thousand low on gilded or they are providing 2 combat strength to the city center, and then only if the right card is in.
  10. It at present does, aye. If you run across from my screenshot, 38 turns for a commune and only 7 for a T1 building... and yet both give the same pillage benefit. This is my defoliation, just what is in a district itself to give such expert yields.Aye, 100% agreed, just call back every bit it currently stands, because it is the district infrastructure peradventure you should become cipher for pillaging and mayhap 25% on repair rather than l%
  11. I think they're all neighborhoods of a sort, though I'm not sure if that actually makes sense. I like the idea of them, and well-nigh aspects of their execution so far, though I think they need a piddling extra spice, like applying the billet/stable model to the residual of them and expanding on it further.

    I don't recollect high repair costs are justified for them, the escalating cost model is probably enough. Taking 38 turns to repair an industrial zone is way besides excessive, especially in the belatedly game once yous have the power buildings setup. In one of my recent games as Sweden the AI wouldn't stop recruiting partisans from a neighborhood of mine that was close to my fundamental industrial zone - they would beeline for it and keep pillaging information technology until I basically had to treat that neighborhood every bit a state of war zone :smiling: I guess my spy was sleeping on the job.

  12. Jaybe

    Jaybe civus fanaticus Supporter

    When a building is pillaged, the building (or building complex) is pillaged. When a Commune is pillaged, the whole community (think civ4(?) Town) is pillaged.
    Repairing the district involves recreating the infrastructure, rebuilding looted and burned houses and shops, clearing the streets of rubble, etc. As infrastructure becomes more circuitous through the ages, it takes much more effort to rebuild.

    It would be improve to have a pillaged commune just exist destroyed, just that would deny the owner (original or conquerer) from the hard piece of work already invested.

    Such is my rationalization, anyway.

    Jkchart and Victoria like this.
  13. The trouble is Firaxis'southward failed attempt to discourage space city sprawl.
    Districts get more expensive the more than you build and too repair ,whereas the buildings take stock-still cost. the problem is that whenever a district gets pillaged the cost is recalculated to the latest price ( and not the original price to build ) and equally such the more than cities/districts you have past the endgame the worse it becomes. the cities have already used whatever chops there was to build those districts anyway , and you lot cannot spam traders immidiately, have to look for x turns.
    An east fix would be to set the cost of repair for districts. it would likewise aid with the disaster struct districts late in the game.
  14. If I tin can buy a commune with gold and or organized religion I should be able to repair information technology with gilt and or religion. I do like the idea of a builder or engineer being able to apply a charge to repair buildings and or districts.
  15. Would information technology be out of identify to signal out that it's non very likely that it'll actually have 38 turns? Once population rebounds, tiles are repaired or "fixed" (AI builds too many farms on hills, not enough mines) and trade routes are perchance routed from the city it'll exist a much smaller number.
  16. The result is that probably repairs should be a fixed number of time, scaling to game speed, and not a scaling production toll where a city that never had good production to start will always feel similar information technology takes ages compared to your industry focused cities. The full general gameplay principle in 6 where y'all tin super specialize cities has been bully.

    Possibly take information technology exist one turn per building on standard, just put a pocket-sized 3 to 5 turn cooldown before you are allowed to start repairing information technology from the moment the district/edifice was pillaged kinda like they do for repairing city defenses. The basic idea existence that you can however hurt a player by pillaging, but don't put them in a situation where they basically accept to surrender on the district.

    The fact that you tin can't spend gilt to speed upwardly repairs doesn't quite feel right because that Assist request competitions take you lot damn flowing in the stuff. Non sure how I feel about that particular change to competition. Just got a game where I was subject field to a inundation, and as a event, for 30 diplo favor since none of the AIs voted against it, I have a screenshot where I was given something like 30k gold... Who needs Large Ben?

    Was debating on making a separate thread most this, simply I'm wondering if a cheese strat can emerge from i of my games. Build as many cities on Rivers as you tin can, with districts on them to boot. Don't Dam whatever of them. Get to Medieval. Trigger a World aid from a major overflowing. NOTE: Currently the AI pretty much don't vote against information technology, and may fifty-fifty waste favor voting for information technology. Go like an cool amount of gold, even on Standard settings... Snowball into a win.

  17. For the same reason it took 12 years to rebuild on the WTC site; hierarchy.
    qadams and Infixo like this.
  18. You are absolutely right, however, the reality is it is higher than 10
    The major difference to this is coastal cities, they are a nightmare to get going over again.
  19. Karmah

    Karmah Emperor Supporter

    Joined:
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    one,128
    Every bit far as I grasp this game , it feels district are e'er a big thing. Yous can't buy them unless y'all planned ahead using reyna or whatisname-religious guy. Then it feels natural that a pillaged district would price more than. When I plan on capturing a city I tend to exit districts (unless it'southward early in the game) and focus on pillaging ...well, everything else.
  20. Accept to take some issue with this. What you are forgetting is that the resources, tools, and machinery bachelor to rebuild are also much greater as infrastructure becomes more circuitous. If it takes more attempt to rebuild, at that place is more effort bachelor IRL in the form of manpower, gilt, and ability machinery - which is not reflected in the game.

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How To Repair Buildings Civ 6,

Source: https://forums.civfanatics.com/threads/what-is-a-district-why-is-it-so-hard-to-repair.647670/

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