I'm still chasing a Deity victory myself, however since I've started watching the Spud Man himself, I've gotten so much better. I'm hoping for no more than 15-25 rage quits. Good luck on your 10!
I always thought the Spaceport was a specialty district, so I was always saving a "slot" in a city so that I could build a spaceport when I was getting close to being able to build them. In addition to this excellent analysis, that alone is a gamechanger for my science games
I thought this as well, but I believe the difference is that C counts the placed districts and B only completed districts. And it only updates after a civic or tech
I just realized why he did it, Germany's bonus is build 1 extra specialty district. So the right side of the formula is the same but has and additional +1. That said it simplifies to +2 but i guess +1+1 is just being transparent.
I love how the best Civ videos (ie PotatoMcWhiskey) are straight to the point, no nonsense, informative, and without five minutes of hype and self-aggrandizing before they cover the effing topic. Good vid.
@@randumpotato Diplo Quarter is specialty. Preserve is also specialty despite being green like the aqueduct, neighborhood, and other non-specialty districts.
@@SuperSox97 yeah I thought diplo was speciality so I was confused cause the dude in the video said that there were only 11. I didn’t know the preserve counted as one though!
The districts are color coded to yield, so green districts are associated with food/housing (preserve, aquaduct, dam), blue with science (campus, spaceport) and so on. Granted by the canal doesn't really match a yield considering it goves bonuses to military (shortcuts), industry (+2 adjacency), and money (traderoutes using it).
I got so confused when I didn't get my discounts, so I checked all your video. Finally found out the rule that the discount kicks in every completion of civics and tech. This is so frustrating, but fun. Thx for the video. I'm kinda late on this, but I am enjoying it.
Amazing video, just saw your mega city industrial complex video and came here to watch this one. Simply mindblowing how you’ve decoded the strategy building by utilizing every single nuance of this beautiful game. You are legend bro. Fellow spuddy from India.
I did not make a mistake in this video. B = 5 after placing the commercial hub because B only updates when a district is completed. PLACING A DISTRICT DOESN'T UPDATE B.
Some early game video in which you emphasize on how the terrain / circumstances influence your choices in picking the right strategy. Anyway, anything you make is worth watching, so I'm happy either way. Keep up the good work!
Great vid, Potato! I'm really enjoying this mini-tutorial series you seem to be going for. Good research and put into an easily digestible enght and format. :)
It seems to me that this level of micro managing for that discount which equates to 1 to 3 turns, is something I do not need in my life as I am micro managing workers, expansion opportunities, fighting barbarians, fighting enemy computers, planning my future tech based on the variables presented in the world and opponents, planning my civics based on needs of my cities. But thank you for the info, I'm just not sure I have it in me to apply this. Perhaps someone smarter than I will, I get annoyed with too much micro management.
Been using the centre tech tree push and industrial zone adjecencies since I started playing. Just seems like the best way to get your cities up and running the fastest. Never realised it’s actually a ‘proper’ strat lol.
Hey man, I just wanted to say that I really appreciate your videos. You've completely changed the way I play Civ on multiple occasions, because you take the time to explain mechanics like this and how they can be used. That first time i saw the Magnus + Agoge + Walls + Chop = Mad Production trick, it kind of blew my mind and I've been sub'd ever since :D Anyway, thanks a ton :)
Tbf, you won't be needing said strategy in lower difficulties. If you're playing at diety, then you're no casual. But yeah, I guess someone at Firaxis just wanted to see the world burn. A lot of times.
What I don't understand is how can they go so indepth into something pointless like this, while still not realize that units that can't be upgraded into (like Berserker or Khevsur) are extremely underpowered in utility almos always
Dense game mechanics are the core of good games, even more fore strategy/gestion games ... The problem, for Civ6, is that they go deep on some strange things and let a lot of things half finished
I don't think this mechanic was aimed for high level optimisation, rather that it was designed to encourage players to make a variation of different districts.
Great video, but I really don't understand why firaxis have coded it this way? You either get a massive 40% discount because of some crazy formula that they have created, or nothing at all. There has to be a more gradual/balanced way to discount the districts...
Minor error at 5:00 - The first Commercial Hub would get the discount as the current number of it is less than B/A (5/4). Once that first one has been built, B would increase to 6, so now B/A is 6/4 or 1.5 rather than 1.25. This doesn't affect whether or not the second Commercial Hubs gets the discount, but just so you're aware.
It was not an error. The numbers are correct. The commercial hub was PLACED, not finished. B ONLY updates when a district is FINISHED. C Updates when a district is placed.
This is nutty. Normally I finish district techs even when I'm not ready to build any of that district, thinking that more options are better. It's cool that stuff like this is happening under the hood, and if you play like a board gamer, a single player game of civ can be so much more rewarding. The examples at 7:58 really helped. Also, lol at all of the comments on 4:50 about B increasing. When I watched that part, that same thought immediately jumped to me, but I waited to comment until finishing the video. I also wondered, when a tech or civic is researched and B updates, if it counts placed down districts or only completed districts, but that was answered by the Arabia example. I guess that goes to show how much fun it is to comment on minor proofreading things, even before the video is finished (I'm no exception haha).
I’ll never understand why the devs decided to go with this mechanic. It makes much more sense to make consecutive builds of the same district cheaper. Maybe to balance this the districts can ‘reset’ their costs at each era change to reflect the change of building methods / red tape etc. Or maybe the perfect Civ game only exits in my mind 😉
Great video Potato! I learned a lot. If anyone would like to see this in action in a culture game, I highly recommend Civtrader6's Pericles playthrough on vanilla. I will be checking out your Hungary game next!
I didn't catch you mention this, but as you build more districts your B/A ratio will change, thus the over/under threshold which determines whether you get a production discount will also change. In your example you used 5/4 (B/A) as ratio, however you build 2 more specialty districts during the example, which would change the ratio to 7/4 (B/A) as you progressed through your talk.
1:24 wow, even that tip alone to check build times is super good. Anyway if I understand correctly... basically if you have a lot of districts Built (3:23), then the ratio of Built/Available (some kind of average district count) sets the cap (4:15) (rounded up - 8:30). And for a Chosen district type, if you're under the cap for a type, then the chosen district gets a discount (3:50) until you place more than the cap (4:53). And raising the total of built districts, especially if you have cheap unique districts (given you refresh it with a new tech (6:13)) can be useful, or waiting before unlocking too many new types of districts at once (9:15).
Let's make an example: 1. You first ONLY unlocked campus and plaza, if you built 2 campus, then your next plaza is 20% cheaper. 2. Then, you unlocked theater, your next theater will be 40% cheaper. 3. Next, you built a full price campus again, then your next theater will be 40% cheaper again. 4. Now, you unlocked trading hub, your next TWO hubs will be 40% cheaper. This is the power of district discout, just keep the number of districts you unlocked low, then you will get a lot of cheap districts.
It's amazing they put this much thought into district costs and seemingly so little into late-game strategy. Anyway, thanks for this video. I often said to myself "huh, that district is surprisingly cheap". This is a game of maximizing opportunities and what you presented here is a good one for some cases.
@@penknight8532 Well, I usually get revealed by 3 barbarian scouts by turn 5, never able to catch up. because they are faster than my only unit and by turn 10 I am surrounded by horsemen long before I can even build my 2nd warrior/slinger
Great .... Dr. Potato now teaches Civ Calculus Note: You will not understand this new language unless you've taken Dr. Potato's Trig 101 intro to Civ class
How about a deity challenge, where you may only step 1 tile out of your borders with any unit. This includes Great persons, religous units, settlers. Basically anything that can explore. You may attack units that are further away then 1 tile, but only if you dont end up on a tile, that is more than 1 tile away from yourbl borders. Civ, map and win conditions may you chose.
Minor correction at 4:50: Once you build the first Commercial Hub and complete a tech or civic, B increases to 6 which makes the 2nd C comparison 1 < 1.5. You still get the discount in that example so not a huge deal.
Nice video like always. I do prefer the unpolished explanation on twitch where you basically berate people for their poor understanding of math. That was a spicy potato.
@@PotatoMcWhiskey Thank you for clarifying. I hope this helps managing production in civs that are not such industrial powerhouses like Germany. Love your videos.
@@PotatoMcWhiskey My apologies, I missed that detail and defaulted to math teacher mode. 8P So C counts "placed" districts and B counts "completed" districts. What I'm not seeing is how placing the district early gets you the discount more often than just laying them when you want them. Intuitively, growing B should increase the number of districts that qualify for the discount so placing too many too early should cheat you out of the discount. That said, I can totally see how placing them ASAP would be valuable for low production cities that need the discount to prevent (relative) stagnation.
@@Kelliyi its not but you can also feel these things happening so in that format its fun, i suggest we use civ 6 to teach kids maths and history and sociology and economics and so on
Question: Does this discount apply in cases where civs get additional discounts towards building districts? (ie: Dido gets a %50 discount towards districts in cities with a government plaza, Hungary gets a %50 discount towards districts across rivers from the city center, etc.)
Super late response, but I'll post it anyways for future viewers. Civ abilities that make building districts faster all boost production towards those districts rather than cut the cost like the district discount mechanic. This means such abilities will not affect any calculations for cutting district costs like discussed in this video but can be used together to build districts even faster. Let's say a district costs 100 production to build without the discount, and the city building it has 10 production per turn. No district discount and no civ ability: 10 turns to finish. District discount and no civ ability: District now only costs 60 production, so 6 turns to finish. No district discount and Dido's ability: District still costs 100 production, but your city's 10 production per turn counts as 15 per turn towards the district, so 7 turns to finish. District discount and Dido's ability: District now costs 60 production, and your city's 10 production per turn counts as 15 per turn towards the district, so 4 turns to finish.
I started a marathon game on king difficulty, because its my third game so far... and boy oh boy... i steamrolled my 2 neighbors, catching a settler, conquering 2 additional cities... but then when i settled my 10th city with decent tiles and every single thing costs like 100turns worth of production. Even insane trade-support doesnt help very much... the mechanics to avoid snowballing are very weird. I started to google production scaling and went down that rabbit hole
Wow! Super clear, and helpful. I never would have figure that out on my own. Thanks so much. Also how much exactly do advancement through the tech and civic trees increase the price of districts?
That is just one condition though. The first is wrapped up in the second. if B/A is smaller than 1, you can build less than 1 discounted district, and less than 1 has to be 0.
As you build the Commercial hubs, you also have to change B value to 7. It would not have made a difference in this case, but it can in some other scenarios I think.
So THAT’S how you can get districts built at all in the early game. Cause let’s be honest: between expansion, a minimal military to fight off barbs and deter warmonger civs, city district buildings for culture and growth, builders for resources and decent yields, buying tiles to place the districts for decent adjacency, and their insane price compared to the level of production in the early game… building districts before the late Classical era is hard, and a very risky strategy. And I’m not even playing deity.
Now im off to apply these strategies poorly on deity, get rushed and rage quit 10 times. Thanks!
I'm still chasing a Deity victory myself, however since I've started watching the Spud Man himself, I've gotten so much better. I'm hoping for no more than 15-25 rage quits. Good luck on your 10!
I know you probably don't really care, but I just won my first ever Civ deity game! I've been playing since civ 4 and I've finally done it.
Thomas Biernacki I thought I was a schmuck for coming no where close. I’m only a few months in though.
@@Cata_777 Congrats man!
@@Cata_777 I beat deity too for my first time,but i was playing corvinus so it doesnt really count does it?
*Starts watching this video*
AI: "Why do I hear boss music?"
I always thought the Spaceport was a specialty district, so I was always saving a "slot" in a city so that I could build a spaceport when I was getting close to being able to build them. In addition to this excellent analysis, that alone is a gamechanger for my science games
Diety idea. Play as Polynesia/moari on a continents plus map and settle only Island cities. can't settle on main continent.
Daniel R Maori
Oof
@@homoerectus3355 he just meant Moar I(slands)
That’s dumb
When you make the example with the Commercial Hub, you should specify that B changes to 1.5 after that you place the first one...
He later states that B does not update until a civ or a tech is completed.
I thought this as well, but I believe the difference is that C counts the placed districts and B only completed districts. And it only updates after a civic or tech
"For germany it is x+1+1"
Because +2 is waaaaay to mainstream
I just realized why he did it, Germany's bonus is build 1 extra specialty district. So the right side of the formula is the same but has and additional +1.
That said it simplifies to +2 but i guess +1+1 is just being transparent.
I love how the best Civ videos (ie PotatoMcWhiskey) are straight to the point, no nonsense, informative, and without five minutes of hype and self-aggrandizing before they cover the effing topic. Good vid.
Non specialty = green or spaceport. Specialty = everything else
What about the Diplomatic Quarter?
@@randumpotato Diplo Quarter is specialty. Preserve is also specialty despite being green like the aqueduct, neighborhood, and other non-specialty districts.
@@SuperSox97 yeah I thought diplo was speciality so I was confused cause the dude in the video said that there were only 11.
I didn’t know the preserve counted as one though!
The districts are color coded to yield, so green districts are associated with food/housing (preserve, aquaduct, dam), blue with science (campus, spaceport) and so on. Granted by the canal doesn't really match a yield considering it goves bonuses to military (shortcuts), industry (+2 adjacency), and money (traderoutes using it).
Isn't it easier to just lower the difficulty setting?
For 80% discount? What a madlad!
Then put a settler mode and win in 50 turns... stupid question. You want to be better or play a farming sim??
@@Артем-ф1р5т it's a joke
@@Артем-ф1р5т r/woosh
Only the weak lower the difficulty.
I got so confused when I didn't get my discounts, so I checked all your video. Finally found out the rule that the discount kicks in every completion of civics and tech. This is so frustrating, but fun. Thx for the video. I'm kinda late on this, but I am enjoying it.
Amazing video, just saw your mega city industrial complex video and came here to watch this one. Simply mindblowing how you’ve decoded the strategy building by utilizing every single nuance of this beautiful game. You are legend bro.
Fellow spuddy from India.
I did not make a mistake in this video.
B = 5 after placing the commercial hub because B only updates when a district is completed.
PLACING A DISTRICT DOESN'T UPDATE B.
Start-Analysis again for gathering storm, please :)
How to get gud
How to make the right call for example being behind in tech *cough* Korea *cough*
And objective goal and civ strengths in those scenarios
Some early game video in which you emphasize on how the terrain / circumstances influence your choices in picking the right strategy. Anyway, anything you make is worth watching, so I'm happy either way. Keep up the good work!
Which civs are the best
Great vid, Potato! I'm really enjoying this mini-tutorial series you seem to be going for. Good research and put into an easily digestible enght and format. :)
I love the humor bits you've been adding. It will mesh well with your desire to get into comedy in the future.
It seems to me that this level of micro managing for that discount which equates to 1 to 3 turns, is something I do not need in my life as I am micro managing workers, expansion opportunities, fighting barbarians, fighting enemy computers, planning my future tech based on the variables presented in the world and opponents, planning my civics based on needs of my cities.
But thank you for the info, I'm just not sure I have it in me to apply this. Perhaps someone smarter than I will, I get annoyed with too much micro management.
Been using the centre tech tree push and industrial zone adjecencies since I started playing. Just seems like the best way to get your cities up and running the fastest. Never realised it’s actually a ‘proper’ strat lol.
Between this game and Destiny. And my desire to optimise as much as possible. My head going to explode.
Great video again Potato keep em coming
ok, i'm still lost, but it was a ok video.
3:03 I forget your Irish now and then
Hey man, I just wanted to say that I really appreciate your videos. You've completely changed the way I play Civ on multiple occasions, because you take the time to explain mechanics like this and how they can be used.
That first time i saw the Magnus + Agoge + Walls + Chop = Mad Production trick, it kind of blew my mind and I've been sub'd ever since :D
Anyway, thanks a ton :)
agoge?
What was Firaxis smoking when they decided having game mechanics as dense and and obtuse as this was a good idea?
Ikr, I love complicated games, but this just seems counterintuitive and hostile towards casual player
Tbf, you won't be needing said strategy in lower difficulties. If you're playing at diety, then you're no casual. But yeah, I guess someone at Firaxis just wanted to see the world burn. A lot of times.
What I don't understand is how can they go so indepth into something pointless like this, while still not realize that units that can't be upgraded into (like Berserker or Khevsur) are extremely underpowered in utility almos always
Dense game mechanics are the core of good games, even more fore strategy/gestion games ...
The problem, for Civ6, is that they go deep on some strange things and let a lot of things half finished
I don't think this mechanic was aimed for high level optimisation, rather that it was designed to encourage players to make a variation of different districts.
Great video, but I really don't understand why firaxis have coded it this way? You either get a massive 40% discount because of some crazy formula that they have created, or nothing at all. There has to be a more gradual/balanced way to discount the districts...
Minor error at 5:00 -
The first Commercial Hub would get the discount as the current number of it is less than B/A (5/4). Once that first one has been built, B would increase to 6, so now B/A is 6/4 or 1.5 rather than 1.25. This doesn't affect whether or not the second Commercial Hubs gets the discount, but just so you're aware.
It was not an error. The numbers are correct. The commercial hub was PLACED, not finished. B ONLY updates when a district is FINISHED. C Updates when a district is placed.
@@PotatoMcWhiskey Oh I see. My bad.
@@SourceOfBeing All good! Glad I could clear uo the misunderstanding :)
I might need to rewatch this. The last one I remembered who explained this mechanic is civtrader6. Even then I don't understand it fully. Many thanks.
8:34 Turd Holy Site
Damn, that was gonna be my comment.
@@blafoon93 Same, we're so original.
"Which is 🌳 divided by 2"
I miss the old "Let's Plays" but this was a dope vid. Nice one!
Yes! I needed this so much! Thank you so much!
love that youre getting into guide videos as well now. great stuff bud
This is nutty. Normally I finish district techs even when I'm not ready to build any of that district, thinking that more options are better. It's cool that stuff like this is happening under the hood, and if you play like a board gamer, a single player game of civ can be so much more rewarding. The examples at 7:58 really helped.
Also, lol at all of the comments on 4:50 about B increasing. When I watched that part, that same thought immediately jumped to me, but I waited to comment until finishing the video. I also wondered, when a tech or civic is researched and B updates, if it counts placed down districts or only completed districts, but that was answered by the Arabia example. I guess that goes to show how much fun it is to comment on minor proofreading things, even before the video is finished (I'm no exception haha).
Finally! I remember commenting on your videos a few times recommending you to take a look at this mechanic...
This is not a pre-coffee video.
I would love a differences between single and multiplayer games in regards of strategy.
I’ll never understand why the devs decided to go with this mechanic. It makes much more sense to make consecutive builds of the same district cheaper. Maybe to balance this the districts can ‘reset’ their costs at each era change to reflect the change of building methods / red tape etc. Or maybe the perfect Civ game only exits in my mind 😉
Great video Potato! I learned a lot. If anyone would like to see this in action in a culture game, I highly recommend Civtrader6's Pericles playthrough on vanilla. I will be checking out your Hungary game next!
I didn't catch you mention this, but as you build more districts your B/A ratio will change, thus the over/under threshold which determines whether you get a production discount will also change. In your example you used 5/4 (B/A) as ratio, however you build 2 more specialty districts during the example, which would change the ratio to 7/4 (B/A) as you progressed through your talk.
Thank you for being so “turro” ❤️
Cant wait to actually watch this when I get home
Thnx dude. I was always little confused how this thing worked, i think this cleared it up for me!
This is amazing, cool creative concept Potato! I like the idea of tutorials with like a joke included. Fun and informative!
Side effects:
-insomnia
-marital problems
-urge to nuke civilisations into the Stone Age
Sorry Potato, the last two weren’t side effects
they were SIDE RESULTS ⚛😎
The great Potato has graced me in person
How about the risk of playing 'just one more turn'
Thanks, asked for it last video and here it is, thanks for listening :)
1:24 wow, even that tip alone to check build times is super good.
Anyway if I understand correctly... basically if you have a lot of districts Built (3:23), then the ratio of Built/Available (some kind of average district count) sets the cap (4:15) (rounded up - 8:30). And for a Chosen district type, if you're under the cap for a type, then the chosen district gets a discount (3:50) until you place more than the cap (4:53). And raising the total of built districts, especially if you have cheap unique districts (given you refresh it with a new tech (6:13)) can be useful, or waiting before unlocking too many new types of districts at once (9:15).
MAN that one was a good introduction
Me: Got it first view
Brain: just let me watch it again and again and again and again so i didn't miss anything.
Let's make an example:
1. You first ONLY unlocked campus and plaza, if you built 2 campus, then your next plaza is 20% cheaper.
2. Then, you unlocked theater, your next theater will be 40% cheaper.
3. Next, you built a full price campus again, then your next theater will be 40% cheaper again.
4. Now, you unlocked trading hub, your next TWO hubs will be 40% cheaper.
This is the power of district discout, just keep the number of districts you unlocked low, then you will get a lot of cheap districts.
It's amazing they put this much thought into district costs and seemingly so little into late-game strategy. Anyway, thanks for this video. I often said to myself "huh, that district is surprisingly cheap". This is a game of maximizing opportunities and what you presented here is a good one for some cases.
A simple equation to determine costs isn't 'so much thought'.
Nice video. If I ever figure out how not to get crushed by barbarians in the first 20 turns, I might try to implement some of these strategies :D
@@penknight8532 Well, I usually get revealed by 3 barbarian scouts by turn 5, never able to catch up. because they are faster than my only unit and by turn 10 I am surrounded by horsemen long before I can even build my 2nd warrior/slinger
This is more like it. This is GOOD content.
Great .... Dr. Potato now teaches Civ Calculus
Note: You will not understand this new language unless you've taken Dr. Potato's Trig 101 intro to Civ class
My wife and I had a good lol at the side effects in the beginning of the video. Well said
I did not know this mechanic even existed. Thank you!
Brilliant Intro! I'd like to see a video on how to choose which government type I should use.
Thanks for taking the time to explain but whoa my brain exploded half way through !
Genuinely sounded like an ad on RTE at the beginning there...
Supper useful video
Not getting anything 😅
Half year break for just playing the game
And now I am ready😄⚘
Thank you
that opening was really funny. also it looks like you left the patreon link out of your description
well made and very informative vid, thanks big spud
I’m fine with all side effects except the insomnia nukes are fine
No wonder you crush opponents in multiplayer games. Great video!
Consider me stoked. Thx man, great work… again.
After my first game I wanted to learn a bit about districts and somehow got here.... seems like a lot to learn :D
How about a deity challenge, where you may only step 1 tile out of your borders with any unit. This includes Great persons, religous units, settlers. Basically anything that can explore. You may attack units that are further away then 1 tile, but only if you dont end up on a tile, that is more than 1 tile away from yourbl borders. Civ, map and win conditions may you chose.
Image being pushed out of your tiles by polands unique unit :D
@@jan-okkerockmann4877 Yeah that would be pretty funny
Minor correction at 4:50: Once you build the first Commercial Hub and complete a tech or civic, B increases to 6 which makes the 2nd C comparison 1 < 1.5. You still get the discount in that example so not a huge deal.
Please read the comments, you are not the first person to make this mistake
such a well made video! thank you!
It's game balancing like this which makes the Civilization franchise so difficult to create; well worth its price tag.
You're a talented narrator Mr McWhiskey!
That intro tho 😂😂 loved it.
Nice video like always. I do prefer the unpolished explanation on twitch where you basically berate people for their poor understanding of math. That was a spicy potato.
4:43 Isn't it 6/4 after you place the first commercial hub so it's not 1.25, but 1.5?
It is. But in the examples B/A never reaches 2 so the discount cutoff stays the same: C=0 & C=1 are discounted, beyond that no discount.
No. It stays 5/4 because you only PLACED the commerical hub not FINISHED it.
B only counts FINISHED districts.
@@drewsutton1888 It is not. The numbers in the video are correct.
@@PotatoMcWhiskey Thank you for clarifying. I hope this helps managing production in civs that are not such industrial powerhouses like Germany.
Love your videos.
@@PotatoMcWhiskey My apologies, I missed that detail and defaulted to math teacher mode. 8P
So C counts "placed" districts and B counts "completed" districts. What I'm not seeing is how placing the district early gets you the discount more often than just laying them when you want them. Intuitively, growing B should increase the number of districts that qualify for the discount so placing too many too early should cheat you out of the discount.
That said, I can totally see how placing them ASAP would be valuable for low production cities that need the discount to prevent (relative) stagnation.
*Clicks video*
*Sees an OP lake spawn with Pachacutti*
*The Netherlands: wants to know your location*
Nice video, I always wondered how these things worked
Excellent video sir!!
Civ is starting to be more like math than a game to enjoy lol...
so ur saying math isnt fun?
@@Kelliyi yes
High level strats in a strategy games requires some pretty basic maths... what a revolutionary concept
@Calen Crawford I don't. I like History.
@@Kelliyi its not but you can also feel these things happening so in that format its fun, i suggest we use civ 6 to teach kids maths and history and sociology and economics and so on
Cool! I'm just gonna keep plopping them down when I want though.
As you build more commercial hub B/A also changes so you shouldn't be comparing C to 1.25 after the first one. Although you still get the same result.
You got my like in the first 20s of the video :D
Fantastic explanation!
Sometimes I begin to think I'm good at this game. Then I watch one of these and realize I'm actually a Neanderthal.
Thank you so much for this video!
Who dislikes that video? Damn...
Thank you Potato! Very interesting MECHANIC
That intro was deity level.
Question: Does this discount apply in cases where civs get additional discounts towards building districts? (ie: Dido gets a %50 discount towards districts in cities with a government plaza, Hungary gets a %50 discount towards districts across rivers from the city center, etc.)
Super late response, but I'll post it anyways for future viewers.
Civ abilities that make building districts faster all boost production towards those districts rather than cut the cost like the district discount mechanic.
This means such abilities will not affect any calculations for cutting district costs like discussed in this video but can be used together to build districts even faster.
Let's say a district costs 100 production to build without the discount, and the city building it has 10 production per turn.
No district discount and no civ ability: 10 turns to finish.
District discount and no civ ability: District now only costs 60 production, so 6 turns to finish.
No district discount and Dido's ability: District still costs 100 production, but your city's 10 production per turn counts as 15 per turn towards the district, so 7 turns to finish.
District discount and Dido's ability: District now costs 60 production, and your city's 10 production per turn counts as 15 per turn towards the district, so 4 turns to finish.
@@SuperSox97 As a future viewer, thank you this 🤗
Very interesting find, thanks for sharing!
I started a marathon game on king difficulty, because its my third game so far... and boy oh boy... i steamrolled my 2 neighbors, catching a settler, conquering 2 additional cities... but then when i settled my 10th city with decent tiles and every single thing costs like 100turns worth of production. Even insane trade-support doesnt help very much... the mechanics to avoid snowballing are very weird. I started to google production scaling and went down that rabbit hole
I seriously thought the opening was a 30 second no skip ad lmao
amazing stuff. Thank you very much.
Another fantastic vid! tnx!!!
The only time I stop playing this game, is when the game decides I had enough and crashes.
Thank you soo much for making this video!!
seems like u work as a teacher :)
SUPER GOOD!!
Wow! Super clear, and helpful. I never would have figure that out on my own. Thanks so much. Also how much exactly do advancement through the tech and civic trees increase the price of districts?
Thank you for this video reaaly nice and helpful
What a joker :D an I learnt something too! Ty
That is just one condition though. The first is wrapped up in the second. if B/A is smaller than 1, you can build less than 1 discounted district, and less than 1 has to be 0.
@5:00 the variable B is not incrementing as you build more districts. B should = 7 because you just build 2 commercial districts.
No. The language I used is very specific, read the other comments. B does not increment until specific conditions are met
As you build the Commercial hubs, you also have to change B value to 7. It would not have made a difference in this case, but it can in some other scenarios I think.
Excellent video. Salamat
4:44 at this point B will be equal to 6, actually, but, luckily enough, it will not affect outcome in the given case :)
Nope. B only updates when a district is completed and a technology researched
Super helpful!
So THAT’S how you can get districts built at all in the early game. Cause let’s be honest: between expansion, a minimal military to fight off barbs and deter warmonger civs, city district buildings for culture and growth, builders for resources and decent yields, buying tiles to place the districts for decent adjacency, and their insane price compared to the level of production in the early game… building districts before the late Classical era is hard, and a very risky strategy. And I’m not even playing deity.
very useful advice :)