Abaxial
Emperor
- Joined
- Sep 14, 2017
- Messages
- 1,216
One thing that irks me about Civ 6 is the weird geographical scale. I identify three problems.
1) Is the world of Civ 6 a planet or not? It is interesting to speculate if a globe could actually be represented in Civ in such a way that the map tapered to a point at each pole. It might be too much of a challenge. But given that the map shows a planet on a cylindrical projection, then the distance from one pole to the other is necessarily half the circumference. So the map should always be twice as wide as it is tall. In practice, for any of the map sizes, the ratio is about 1.6 instead of 2.0. So it's not a globe at all.
2) More serious. The distance from pole to pole on Earth is about 12,450 miles. So on a standard size map, a city occupies an area roughly 230 miles across. Now, in Civ 5, say, it's not really a problem because when you look at a map, having a city occupy such a large space is just like indicating the position with a slightly over-large dot. But in Civ 6, a city with all its districts may be 1,600 miles across, and that is getting ridiculous. It means having London twice the size of Great Britain. I know its only a game, and it's weird enough that a crossbow can shoot 460 miles whereas a machine gun has a range of 230 miles, but those are passing things, but you just have to glance at the map and you see these monstrous cities in your face and any suspension of disbelief goes out the window. Districts may or may not be a nice game mechanic, but they look really stupid the way they are implemented. Oh, and wonders. The Eiffel Tower has a base (pi r squared) 42,000 sq miles in size. What. The. Hell.
3) More serious yet. In Civ 5 the three-hex radius round a city is its hinterland, the area it draws on for food, minerals, etc. In Civ 6 that is still the case, but it's also the region where the city will put its shrines, libraries, and so on. Want a library? Then sacrifice 42,000 sq miles of farmland to have somewhere to put it on. And so on. In Civ 5, if you need to boost happiness you scheduled construction of an arena. Now you have to find room for an entertainment district, and there may not be room. So supposedly, this means you need to plan your cities carefully, but you are actually planning them against constraints that are totally absurd. And consider the case of an island of three hexes. That's substantially bigger than, say, Singapore IRL, but it becomes totally unmanageable because you have no room for districts. Districts are a nice idea for a game mechanic, but the way they are implemented is just unbelievable. It's all very well to say "it's just a game", but I remember a wargame published some years ago, where, when you worked it out, it took an infantry regiment a month to travel three city blocks. That sort of abuse just ruins things.
A map in Civ 5 looks more or less credible. In Civ 6, not remotely.
1) Is the world of Civ 6 a planet or not? It is interesting to speculate if a globe could actually be represented in Civ in such a way that the map tapered to a point at each pole. It might be too much of a challenge. But given that the map shows a planet on a cylindrical projection, then the distance from one pole to the other is necessarily half the circumference. So the map should always be twice as wide as it is tall. In practice, for any of the map sizes, the ratio is about 1.6 instead of 2.0. So it's not a globe at all.
2) More serious. The distance from pole to pole on Earth is about 12,450 miles. So on a standard size map, a city occupies an area roughly 230 miles across. Now, in Civ 5, say, it's not really a problem because when you look at a map, having a city occupy such a large space is just like indicating the position with a slightly over-large dot. But in Civ 6, a city with all its districts may be 1,600 miles across, and that is getting ridiculous. It means having London twice the size of Great Britain. I know its only a game, and it's weird enough that a crossbow can shoot 460 miles whereas a machine gun has a range of 230 miles, but those are passing things, but you just have to glance at the map and you see these monstrous cities in your face and any suspension of disbelief goes out the window. Districts may or may not be a nice game mechanic, but they look really stupid the way they are implemented. Oh, and wonders. The Eiffel Tower has a base (pi r squared) 42,000 sq miles in size. What. The. Hell.
3) More serious yet. In Civ 5 the three-hex radius round a city is its hinterland, the area it draws on for food, minerals, etc. In Civ 6 that is still the case, but it's also the region where the city will put its shrines, libraries, and so on. Want a library? Then sacrifice 42,000 sq miles of farmland to have somewhere to put it on. And so on. In Civ 5, if you need to boost happiness you scheduled construction of an arena. Now you have to find room for an entertainment district, and there may not be room. So supposedly, this means you need to plan your cities carefully, but you are actually planning them against constraints that are totally absurd. And consider the case of an island of three hexes. That's substantially bigger than, say, Singapore IRL, but it becomes totally unmanageable because you have no room for districts. Districts are a nice idea for a game mechanic, but the way they are implemented is just unbelievable. It's all very well to say "it's just a game", but I remember a wargame published some years ago, where, when you worked it out, it took an infantry regiment a month to travel three city blocks. That sort of abuse just ruins things.
A map in Civ 5 looks more or less credible. In Civ 6, not remotely.