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Civ6 rise and fall1/5/2024 ![]() All non-food yields now decrease by 20%, its Population growth decreases by 30%. Unhappy starts at 4 to 3 Amenities less than required.All non-food yields now decrease by 10%, its Population growth decreases by 15%. Displeased starts at 2 to 1 Amenities less than required.Content starts at 0 to 2 additional Amenities, there are no bonuses or penalties applied.Happy requires 3-4 additional Amenities, all of the city's yields increase by +10%.Ecstatic starts at 5 additional Amenities or more, all of the city's yields increase by +20%.The number of excess or deficient Amenities decides the status of your cities, as follows: In order to calculate the amount of Amenities required for a city to be content, divide its Population by 2 and round up. In Gathering Storm, cities don't start with a free Amenity (they used to do in previous rulesets), with the exception of the Capital, as the Palace now provide 2 Amenities from entertainment (1 Amenity in previous rulesets). Since Scotland is the only civilization in the game that is totally obsessed with Amenities, their gameplay is quite unique, despite many shortcomings from their other abilities. It is nowhere near as punishing as Happiness, which means you can safely ignore Amenities in most of the games you play, especially when you consider that extra cities may result in low Amenities, but the yields received from having satellites cities will always outweigh the penalties from Amenities (which partially explains why Entertainment Complexes and Water Parks are generally underused). Failing to activate this ability will leave you playing a vanilla civilization with no uniques or bonuses.Īmenities in Civilization VI is comparable to Happiness in Civilization V, but overall, the new Amenity system is a lot more forgiving. Unlike the foolproof Seowon, Scottish Enlightenment is an ability that can fail, especially for players inexperienced with the Amenity system. Similar to Korea, Scotland only has one ability that is actually meaningful: you have a worthless unique unit, a leader ability that almost never comes into play since it relies so much on the behavior of others, and one of the worst unique improvements in the game that only serves as an extension of the civilization ability. If there is anything to learn about Scotland, it is this ability: it is what makes-or-breaks Scotland. This guide is written so you can achieve Happy and Ecstatic cities in Gathering Storm, so if you follow all these steps, achieving the same thing in Rise and Fall shouldn't be a problem. However, any strategy discussed here (how to gather Amenities, how to check current Amenity status, etc.) still applies to Rise and Fall ruleset. ![]() The following guide only uses the Amenity thresholds and bonuses of the Gathering Storm ruleset, since it is significantly harder to achieve Happy and Ecstatic cities now. Note: After numerous changes to Amenities in the Gathering Storm ruleset, the Amenity thresholds in Gathering Storm are much higher than in Rise and Fall, but bonuses from Amenities are also more bountiful in Gathering Storm. ![]() Their unique gameplay spins around keeping their loyal subjects happy with high level of Amenities, through which the empire accelerates into the future with scientific innovations. ![]() ![]() Scotland is a Production and Science powerhouse that is geared towards a Science Victory, with a Domination Victory backup, thanks to their technological advantage. ![]()
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