![]() ![]() ![]() ![]() This means that unless you have two islands separated by two tiles of water, a Harbour will only ever have two wonder zones next to it (and if you have a land-adjacent ocean resource, you only have 1 wonder zone). ![]() ), the second layer of coastal water will not permit wonder construction. In the event you have coastal waters more than 1 tile wide (e.g. Note on Coastal Wonders: These must be built in tiles adjacent to land. We're playing with China in order to make it easier for us to build lots of Civ 6 Wonders and get a great boost to our early Culture game. (Then again, Huey Toecalli is depicted in its trailer as being built in a coastal tile - so the videos definitely aren't evidence one way or the other). I do not know if the bug is with the placement or the description, although the prerelease trailer for the wonder shows it being built on hills. Note on Oxford University update: In game it does not state this, but it can only be built on Flat tiles. I'm not sure if the bug is in the placement or the description, but the updated cheat sheet lists what you actually need and not what it says you need. Note on Venetian Arsenal update: In game it states "adjacent to the coast" (an otherwise unique requirement), but the actual requirement is "on the coast" (as with Harbor, Great Lighthouse, etc). Removed "Flats" bubble because I couldn't make it fit. Pyramids Colosseum Mausoleum at Halicarnassus Kilwa Kisiwani Forbidden City Ruhr Valley Etemenanki The Forbidden City is the wonder most associated with a victory of any kind. Separated Commercial Hub from City Center so it doesn't look like they get bonuses from each other.Īdded separate Hanza and Acropolis districts (and mentioned other districts where they aren't different). This should be really good for early-game domination civs that can scrape together enough amenities (the Aztecs and Rome notably).Added Terracotta Army (requires Encampment).įixed Big Ben's dependencies (should be Commercial, not Capital).Īdded key (there's nothing all that complex, but people asked).Īdded Harbor optimization (for convenience).įixed Broadway's dependencies (error introduced in updated 2).Ĭhanged the direction of Optional Adjacency arrows. If you have 5 cities by this point in the game, that means you're getting a total of +15 production, +2.5 science and +1.5 culture across your empire, though also -2.5 amenities. The food from the grassland cancels out the consumed food from the citizens, so you're left with the +3 production. Let's say for the sake of simplification that all the extra citizens work on Apprenticeship-boosted grass hill mines. To put some numbers on it, every point of population is worth 0.5 science, 0.3 culture and a citizen. Civ 6's Angkor Wat doesn't have that problem, which can potentially make it extremely powerful. +1 Science and +1 Production on all Floodplains tiles in. Effects: +2 Science and +1 Production to all Marsh tiles in your empire. It must be built on Floodplains or Marsh. The main disadvantage of Civ 4's Hanging Gardens is that it came so early you would only get so much population out of it (except in team games). Back to the list of wonders 'Come, let us build ourselves a city, with a tower that reaches to the heavens, so that we may make a name for ourselves.' Genesis 11:4 Etemenanki is an Ancient Era Wonder in Civilization VI. Thankfully, though, the mechanics of the wonder are very similar to Civ 4's Hanging Gardens (+1 population and health in every city health being a precursor to Civ 6's housing system), so at least there is a little bit of existing analysis out there (albeit for a game with some very different mechanics). DLC and expansion wonders haven't been analysed to the same extent the base game ones have been, so that's probably why it isn't brought up much. ![]()
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