3 ms·
> As a civ player I would love to the the mechanics mentions where you could overfish, overfarm This is kind of represented as harvesting a bonus resource. You
by jldugger 9y ago
> As a civ player I would love to the the mechanics mentions where you could overfish, overfarm
This is kind of represented as harvesting a bonus resource. Your workers can be spent chopping down forests, scooping up all the fish, deer or bannanas for a short term gain. Some of the AI are randomly assigned an environmentalist outlook that will sour relationships if you do harvest a tile.
> etc and mines and other production improvements had negative impacts on through pollution & other risks (eg offshore oil platform spills, etc).
Oil spills feel a little too random. In Civ 6, this mechanic would likely be implemented as water and appeal (tourism) reduction. Mines and quarries already have this implemented, each one reduces the appeal of its six adjacent by 2. I don't think oil rigs have any penalties.
> There could be techs & policies to mitigate these issues, but investing/adopting in them would be a trade-off on production & wealth.
Generally speaking, techs aren't optional. There are very few terminal techs, and that seems pretty intentional. As a policy card tied to the Conservation civic it might work. But there's already a tradeoff being made by having the improvements in the first place.