Archipelago and the 1 tile city

No, not different. Bad. From everything we know, they'll be bad. The definition of bad.

B.S.

A competitive game with smaller land masses and cities fighting for usable land with me having fun in the process is NOT bad.

Go read the definition of personal opinion.



edit: I just realized if bcaiko was referring to 1 tile cities in general and not Archipelago maps in general then I withdraw my BS comment and agree.


Yea, they are not going to be "good" in comparative sense with any other city most likely. I still say the map could be great fun.
 
One extra trade route is one extra trade route, its even better for England. Civilization VI don't have same penalties for having cities as civilization V so that is something to keep in mind.
 
Gamespot said:
Gamespot: How Civilization 6 Balances Civics, Science, and Mayhem

Did that present any design problems? Because, in theory, you could end up with a map that's terribly inhospitable and makes the game either unplayable or just un-fun.

Oh, definitely. After we put the system in the game, the first time we fired up an archipelago map, we're like, “Nope, not going to work.” [Laughs] We had to make changes and adjustments to that. We found that players were restarting a lot if they weren't getting that perfect mix of mountains right away, because mountains are really powerful now for stuff like that. So we've had to re-tune the way the map generates and staggers stuff out.

five letters
 
The devs have already said that they changed the map scripts so archipelago maps work with the way cities work. You're not going to need to build cities on one tile islands.
 
Now that was hilarious.

- When 'lol' is not a long enough answer.
 
The devs have already said that they changed the map scripts so archipelago maps work with the way cities work. You're not going to need to build cities on one tile islands.

Good, but there is still no reason why the AI or player should colonize little islands that are in the middle of the ocean. At least in Civ 5 it helped you take control of the sea.
 
It's not something im excited for but in reality when Easter Island was rediscovered the island didn't seem to be able sustain a much higher population than the few thousands that were living there. Sure you can settle these islands maybe if you want to use it as a strategic military base or something but don't expect giant production. I just hope that island civs can still be implemented though and that not being able to develop many districts won't impact your game especially if you're aiming for a cultural or religious victory or something.
 
Good, but there is still no reason why the AI or player should colonize little islands that are in the middle of the ocean. At least in Civ 5 it helped you take control of the sea.

Going off on a tangent - I'd rather airbases and forts establish tile ownership instead of having to plop down a full city. One of the recent let's play games had a nice 7x4 or so sized desert on the map and it would be cool if the player and AI could establish control of the region without a city interfering. I imagine two armies facing off over control of the area, attempting to capture forts or airbases to get control of the tiles without the same kind of war-mongering penalties that would be incurred if one had to capture a city.

As an extension to this...allow districts to be placed outside of owned territory and let them claim the six surrounding tiles. I could also see adding a new district for this very purpose. These tiles would have a strong claim (and maybe some stronger requirements such as distance from the building city being < 10) that military outposts in exchange for being able to work the tiles.
 
Good, but there is still no reason why the AI or player should colonize little islands that are in the middle of the ocean. At least in Civ 5 it helped you take control of the sea.

Sounds like DLC material, in my opinion. Polynesia and some new aquatic and/or marine districts or improvements.
 
reducing information we know:

cities require a bunch of land for districts, wonders, improvements.

Water maters for growth. Growth needs 'housing' to allow more pop in the city.

1 hex island maps don't provide these things.

...

do we really expect to see 1 hex island maps? Ie maps specifically made to be that way? would seem like a really bad choice given all of the land needs.

That actually sounds like a fun weird type of map (no passable land tile adjacent to any other passable land tile)
 
I was thinking about this, but we'll be able to build districts on separate islands I guess, if they are in the city core radius. So a multi-one-tile-islands could work, if there is enough sea ressource for food and production. All we need now is a bridge improvment to connect districts over coastal tiles.
 
Coastal tiles still provide food and gold and trade routes provide anything from science to production. Presumably, there will be more than a couple sea resources as well. A one tile city could still produce a lot of food and commerce for your civ, but it's not going to grow very large and it's not going to be a science, culture, or production hub. Since there seems to be little drawback to expansion, these cities may still be worthwhile.

One question I have would be, is there a relationship between excess food and the amount of food supplied in trade routes? It seems that without access to housing and amenities, the city won't grow much, but could potentially produce a lot of food from sea resources. These cities could be cash cows for growth in your other cities.
 
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