![]() ![]() Crater Lake As seen in Civilization 6: Crater LakeĬrater Lake, a single-tile passable Natural Wonder, is located in the United States and is a part of the Cascade Range in Oregon. ![]() Overall, the Cliffs of Dover is a valuable natural wonder that can provide a significant boost to a player’s early game economy and culture production. Useful for cultural and diplomatic victory conditions.Enhanced by the Māori Marae civilization ability for culture and faith.Consideration of adjacency bonuses when incorporating wonder tiles into cities.Limitations on tile development and improvement.The Cliffs of Dover in Civilization 6 have specific gameplay aspects: +2 Appeal to adjacent tiles (increased to +4 Appeal in Gathering Storm).+3 Culture, +3 Gold, +2 Food on wonder tiles. ![]() Two-tile passable wonder covering coastal Grassland or Plains tiles located in the English Channel, between England and France. In Civilization 6, this wonder provides a variety of bonuses that can aid a player’s civilization. The towering chalk cliffs are a defining feature of the area and have been an iconic landmark for centuries. The Cliffs of Dover is a natural wonder located in the English Channel between England and France. should I plant woods on this tile to maximize the appeal in the adjacent national parks or should I build a seaside resort) and also creating an algorithm to solve this optimization, but I'm asking for help more on what issues I might face solely from the SDK/API perspective.Cliffs Of Dover As seen in Civilization 6: Cliffs Of Dover I know this will be rather complex, and a lot of the challenge will just be defining the problem in such a way that everything can be optimized based on the game's rules and to properly consider the tradeoffs between everything (i.e. to both make the identified national park locations valid (if not already) and to maximize their appeal/tourism.Īutomate builder production, movement, and actions based on the above calculations. Scan tiles within a 3 tiles radius of each city to maximize national park placement while considering that coastal tiles can be seaside resorts.Ĭalculate the required number of builder charges to plant woods, harvest resources, build seaside resorts, etc. I will be looking through the documentation, but I'm wondering broadly whether there are straightforward ways to do things such as the following: I am brand new to modding, but I am a software engineer, so I'm confident I can figure out any of the necessary technical details, but I'd like to hear some opinions on the feasibility of something like this when considering the capabilities available in the SDK/API. Sometimes it can be fun, but sometimes I want to just focus on something else or sit back and chill while I play and the decision fatigue makes it less enjoyable. with the purpose of maximizing appeal and number of national parks, filling in the remaining tiles with seaside resorts, ski resorts, etc., is so tedious. The process of mass producing builders, swapping/buying tiles, and managing the builder's movement/actions to plant woods, remove improvements, harvest resources, etc. Hello, I'm looking into the feasibility of a mod that would streamline the process of closing out a cultural victory. ![]()
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