pokiehl
Deity
- Joined
- Mar 5, 2017
- Messages
- 2,063
Oh ok. I stopped that game playing ages ago.Building quarters adjacent to harbors had been patched out the last time I played.
Oh ok. I stopped that game playing ages ago.Building quarters adjacent to harbors had been patched out the last time I played.
I mean...if you like the optimization and SP primarily sure. But the free min/max style of Civ VI has IMO destroyed late game play and nearly all MP storytelling since everyone has become hyperfocussed on optimizing district placement to get yields instead of interacting with other players late game. It causes massive fatigue to me and also makes it impossible to complete a turn post the renaissance era in 3 minutes...especially if you're at war.The more restrictive quarter placement/volume of quarters/adjacency bonuses mainly coming from quarters in HK really destroyed the optimization puzzle. As well as looking indistinct, a lot of the challenge in laying out a city was lost.
I feel like all districts being adjacent is maybe a monkey paw 'careful what you wish for' situation.
According to Steam I last played January 28. Feels longer ago than that, but it's been a longer year...Oh ok. I stopped that game playing ages ago.
Civ7 needs navigable rivers.Both of those are built on major rivers, though. I've not played Humankind, but it seems like that isn't the condition for building harbours far away from the sea?
Single player has always been the main focus of the Civ franchise.I mean...if you like the optimization and SP primarily sure. But the free min/max style of Civ VI has IMO destroyed late game play and nearly all MP storytelling since everyone has become hyperfocussed on optimizing district placement to get yields instead of interacting with other players late game.
I don't optimize as much as a lot of the full builder players do. I can see how it could cause analysis paralysis for some players, but honestly I don't think district placement is the main reason it takes players a long time to complete turns by midgame. The micromanagement of builders, religious units, military units is much more impactful I suspect.I mean...if you like the optimization and SP primarily sure. But the free min/max style of Civ VI has IMO destroyed late game play and nearly all MP storytelling since everyone has become hyperfocussed on optimizing district placement to get yields instead of interacting with other players late game. It causes massive fatigue to me and also makes it impossible to complete a turn post the renaissance era in 3 minutes...especially if you're at war.
True but that just has destroyed any reason to build coastally. Between Lisbon, Amsterdam, Mombasa, Shanghai and more, coastal cities are MASSIVELY important yet in Civ VI only Portugal or Australia would want to build them. I know I'm a naval/ trade kind of player but it has seemed like the biggest hole in Civ VI IMO.Athens isn't a niche case, though. Rome, London, and many other major cities enjoy the benefits of being a naval center without the dangers of building directly on the coast.
Navigable rivers that could be accessed by full on frigates etc. could solve this as there is always a major incentive to settle on rivers. And that could give some bonus to naval units mattering which is another major gripe I have with VI.According to Steam I last played January 28. Feels longer ago than that, but it's been a longer year...
Civ7 needs navigable rivers.
Single player has always been the main focus of the Civ franchise.
I agree builders need to be automated. I think the simple thing is allow them to improve previously built features and build roads/railroads. As you get more land this can get rougher but if you're playing tall then you can just have a few builders going around and improving farms into "factory farms" or whatever during the mid/late game. Perhaps some civs can have UAs that reduce or nullify the builder charges needed to put down farms/mines/etc.. All of that kind of improving can easily be put onto auto like in Civ V which would reduce that.I don't optimize as much as a lot of the full builder players do. I can see how it could cause analysis paralysis for some players, but honestly I don't think district placement is the main reason it takes players a long time to complete turns by midgame. The micromanagement of builders, religious units, military units is much more impactful I suspect.
I was more thinking of humankind where the puzzle was just so dumbed down it was absent, and late game was just a worse clickfest than civ for turn length as you sent your stratospheric yields just meant you had 20 things things get through each turn. Not that that part is entirely the fault of districts...
I think districts are a good addition and would like to see them return. However, I would push them back from the early game to the mid to late game.
Expanding further, in the early game the only district available would be the town (not allowed to be adjacent to the city centre). This would function like a minor economic district and come with a road built to the city. Within each city centre and town you would then have a wider range of buildings that could be built to exploit adjacent resources, improvements and terrain so that every city has a unique specialisation according to its specific circumstances. Then in the early to mid game, harbours and encampments would become available followed gradually by the other districts. I also think science and culture districts should be left to the mid to late game so it is harder to gain a runaway lead in these areas and also because it feels out of place to have these large districts in the ancient era. Instead you would need to build libraries, theatres, monasteries in your cities and towns and, as building slots are limited, this would mean forgoing other types of buildings. Lastly, I would like to see more emphasis on suburbs (neighbourhood districts adjacent to the city centre) in the late game in order to grow cities to a high population.
I think the best way to make costal waterways matter is to make it so active trade routes to the trade partner are required to exchange luxury and strategic resources. There’s already lots of trade going on between players across the map, it just doesn’t involve moving anything. As it currently stands, pretty much all international trade routes are equivalent, so if someone blocked your routes through their land it wouldn’t matter. Meanwhile, with this change if the guy I were at war with could plunder my trade routes to block all my shipments of cocoa and niter or an enemy could say he won’t let me send routes through the highly important sea lane they control, I would be forced to respect their navy. Maritime routes would be inherently more advantaged by this change just since they are already better for the long distance trade this change would make relevant.Honestly I have won multiple games on Deity without building a single boat which is just boring. Sea trade and control of coastal waterways were so crucial throughout all of human history from Malacca to Gibralter to Panama. Civ VII needs to either massively buff gold and make sea trades 50-100% more profitable to encourage coastal settling/ control of the seas, or, restrict harbor placement more dynamically.I'm not saying we need to go back to Civ V's only coastal cities can make boats etc., but there needs to be some reason to build coastal cities and much more incentive to build navies and control waterways...I wouldn't mind a whole expansion pack on that!
Given the current system, I don't think this would go far enough. I find myself rarely trading with the AI past the classical era and at that point it's often to just get more gold. Amenity shortages aren't that common for me...I don't find myself trading with the in general due to the terrible deals they offer and brainnumbing agendas. For strategic resources this is maybe the case but I can't see blocking trade routes really hurting unless the gold stakes are substantially higher. Also the AI never trades strategics...there's gotta be risk and reward.I think the best way to make costal waterways matter is to make it so active trade routes to the trade partner are required to exchange luxury and strategic resources. There’s already lots of trade going on between players across the map, it just doesn’t involve moving anything. As it currently stands, pretty much all international trade routes are equivalent, so if someone blocked your routes through their land it wouldn’t matter. Meanwhile, with this change if the guy I were at war with could plunder my trade routes to block all my shipments of cocoa and niter or an enemy could say he won’t let me send routes through the highly important sea lane they control, I would be forced to respect their navy. Maritime routes would be inherently more advantaged by this change just since they are already better for the long distance trade this change would make relevant.
I love this idea.secondary production queue
Having harbors provide an extra production queue is a great idea actually; makes sense as the city center would be the center of the city's land based endevaors while the harbor could act as a "importing hub" to build other structures and units (i.e. buying mercenaries from across the sea lol). It would also make actaully having a harbor a massive plus since you could theoretically produce everything twice as fast. However I do see this as getting to be another thing to regulate mid/late game...Thought I'd answer this as a personal exercise in positivity.
On reflection, my favorite new piece in Civ6 is policies. Sure, some of them need to be reworked, rebalanced, replaced, or removed, but it definitely feels like incorporating way more actual government decision into the game than before.
I'm largely positive about districts, although I've thought ever since they were first announced that some at least should add a secondary production queue to the city. The industrial zone and harbor (with shipyard, or a (national) wonder like a Venetian/Ottoman "Arsenal"?) are obvious candidates.
Loyalty (and especially the loyalty lens!) is good but needs to be rebalanced. I want to see every player's cities with gradually lower loyalty away from the capital/towards other civs, want a little more chance to react, etc. - as others have said.
The housing/food/amenities balance in this game I also want to commend - I always struggled with it in previous Civ games but it's pretty straightforward to manage in this one.
Two ideas added in the DLC I'd also want to see kept: barbarian clans should be the default, and the tech tree shuffle should at least be an included-at-launch mode.
I'm largely positive about districts, although I've thought ever since they were first announced that some at least should add a secondary production queue to the city. The industrial zone and harbor (with shipyard, or a (national) wonder like a Venetian/Ottoman "Arsenal"?) are obvious candidates.
I think for me it would ideally be in this order of priority, apart from the city center:I'd probably say the Encampment is the most obvious candidate to me, going more RTS style where you have your barracks to recruit infantry and your archery range to recruit archers, etc. Allowing only a few basic military units (conscripts?) to be built in the city center and any professional units built in the encampment (maybe dependent on a building as well), would certainly make it a lot more necessary and a change in strategy.
Otoh, part of a 4x is having to juggle priorities for what you want to build, and managing production queues is already a big enough headache with only one per city.