So I have no idea how to solve this, perhaps this would require reworking how some fundamentals systems work, but I've always been weirded out by the way the border expansion and the unclaimed land works in civ series. Basically, it's really weird how in civ
1) There is no way for territorially big, aestethically pleasant empires to exist in the early eras, you are forced to have some disconnected spots of your color's city enclaves, surrounded by the 'unclaimed land'. To add insult to injury, barbarians spawn in this unclaimed land, so it's frustrating mechanic. Basically my pet peeve is the inability to feel that your have the classical or medieval empire in those games, you just have disconnected weak colonies among the wilderness.
2) In late game eras there is still a lot of unclaimed land, which nobody cares to grab. To add insult to injury, 'barbarian tribes' somehow manage to spam technologically advanced armies from those areas, so it's frustrating on top of being so unimmersive and absurd. There is no way to rationalize barbarian line infantry with advanced artillery arising from some village tribes in tundra. So you don't have the feeling of modern world, where capitalism, colonialism and imperialism were motivated to put everything under state control, and where any and all unclaimed resources and land became priceless at some point of economic history.
3) Only city - based cultures matter, and all people besides them are always evil savages to exterminate (barbarians) or literally nothing (tbh Barbarians Clans mode went for this issue already, but let's go further)
This connects with the larger issue of how weird, abstract and ahistorical the city border expansion is in recent civ games. What does it even simulate in real life terms, and what I'm supposed to imagine - I have never had the slightest idea. In real life you don't have gigantic swathes of literally empty land, which also somehow can't be controlled by political power in any way and has to wait centuries for the 'spread of culture' (over what, rocks and empty lands?). This abstraction wouldn't be so irritating if not for genuinely annoying mechanical frustrations arising from it. I would be perfectly fine without waiting for a very long time for my newly founded colonies to be able to exploit this gold laying just there, right under their noses - why can't I just send the military to secure this area and found the mine?
I don't know how to solve this weirdness, but maybe I'd change the way border expansion and territorial control work in civ series, on top of completely changing how minor factions work. So the map is covered from the beginning with
- city states
- belligerent or peaceful but still powerful agricultural/horsemen tribes (old 'barbarians') who consider large swathes of territory 'theirs', and who have no cities but villages; they tech is capped at the early modern era
- and vast swathes claimed by much weaker hunter-gatherer tribes, especially climates where you can't have agriculture; they don't even have villages, just units; they tech is capped at the early modern era or earlier
And you interact with all those groups via a unified interface and sets of minor faction diplomacy. And your territory expands by either
- culture/influence passively assimilating nearby areas (sort of old border growth but mixed with diplomacy so it can be much faster but also less stable)
- or diplomatic annexations of minor factions and then assimilating them
- or conquering minor factions (old fights with 'barbarians' and city states).
This way instead of the glacial pace of the old one - dimensional border expansion, and all frustrations and dissociation coming with it, we can have much more dynamic and interesting territorial control and minor faction system, which may give you much better feeling of having the early game empire controlling large area.
'But how is this balanced, what are later eras supposed to do if you claim land so quickly'
Claiming the land under political control is not the same as actually populating it, working it, building all this infrastructure, roads and cities over it, so that's still the work for millenias (not to mention the fact you can lose the grip over those minor factions so it's less stable control). In the meantime you could feel more epic with your medieval kingdom. Not to mention having more interesting and less frustrating interactions with 'barbarians', rather than spending half of the game fighting whack a mole with always chaotic evil savages swarming you from all directions randomly
1) There is no way for territorially big, aestethically pleasant empires to exist in the early eras, you are forced to have some disconnected spots of your color's city enclaves, surrounded by the 'unclaimed land'. To add insult to injury, barbarians spawn in this unclaimed land, so it's frustrating mechanic. Basically my pet peeve is the inability to feel that your have the classical or medieval empire in those games, you just have disconnected weak colonies among the wilderness.
2) In late game eras there is still a lot of unclaimed land, which nobody cares to grab. To add insult to injury, 'barbarian tribes' somehow manage to spam technologically advanced armies from those areas, so it's frustrating on top of being so unimmersive and absurd. There is no way to rationalize barbarian line infantry with advanced artillery arising from some village tribes in tundra. So you don't have the feeling of modern world, where capitalism, colonialism and imperialism were motivated to put everything under state control, and where any and all unclaimed resources and land became priceless at some point of economic history.
3) Only city - based cultures matter, and all people besides them are always evil savages to exterminate (barbarians) or literally nothing (tbh Barbarians Clans mode went for this issue already, but let's go further)
This connects with the larger issue of how weird, abstract and ahistorical the city border expansion is in recent civ games. What does it even simulate in real life terms, and what I'm supposed to imagine - I have never had the slightest idea. In real life you don't have gigantic swathes of literally empty land, which also somehow can't be controlled by political power in any way and has to wait centuries for the 'spread of culture' (over what, rocks and empty lands?). This abstraction wouldn't be so irritating if not for genuinely annoying mechanical frustrations arising from it. I would be perfectly fine without waiting for a very long time for my newly founded colonies to be able to exploit this gold laying just there, right under their noses - why can't I just send the military to secure this area and found the mine?
I don't know how to solve this weirdness, but maybe I'd change the way border expansion and territorial control work in civ series, on top of completely changing how minor factions work. So the map is covered from the beginning with
- city states
- belligerent or peaceful but still powerful agricultural/horsemen tribes (old 'barbarians') who consider large swathes of territory 'theirs', and who have no cities but villages; they tech is capped at the early modern era
- and vast swathes claimed by much weaker hunter-gatherer tribes, especially climates where you can't have agriculture; they don't even have villages, just units; they tech is capped at the early modern era or earlier
And you interact with all those groups via a unified interface and sets of minor faction diplomacy. And your territory expands by either
- culture/influence passively assimilating nearby areas (sort of old border growth but mixed with diplomacy so it can be much faster but also less stable)
- or diplomatic annexations of minor factions and then assimilating them
- or conquering minor factions (old fights with 'barbarians' and city states).
This way instead of the glacial pace of the old one - dimensional border expansion, and all frustrations and dissociation coming with it, we can have much more dynamic and interesting territorial control and minor faction system, which may give you much better feeling of having the early game empire controlling large area.
'But how is this balanced, what are later eras supposed to do if you claim land so quickly'
Claiming the land under political control is not the same as actually populating it, working it, building all this infrastructure, roads and cities over it, so that's still the work for millenias (not to mention the fact you can lose the grip over those minor factions so it's less stable control). In the meantime you could feel more epic with your medieval kingdom. Not to mention having more interesting and less frustrating interactions with 'barbarians', rather than spending half of the game fighting whack a mole with always chaotic evil savages swarming you from all directions randomly
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