Civ 7 idea: The size of hexes grow throughout the time frame of the game

DeckerdJames

Warlord
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Nov 1, 2019
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As you go through the game, periodically the hexes merge together to encompass a larger area inside one hex. In the late game the military units represent a very large number of forces in one hex. Like the D-day invasion force would fit in one hex in the late game.0

Imagine the game zooming out a tiny bit each turn. You would still have some range of scrolling, but how close you can zoom in changes each turn. A some point when the hexes are getting smaller, they merge into a normal sized hex again, but what they say the underlying yields are for the hex changes into a composite of the merged hexes.

So in the ancient era, a unit would be moving a few hundred miles each hex (or some scale), but in the late eras you might be moving 3, 6, 9, 12 times as much per hex.

When a merge occurs, in each area that merges, the game will figure what the sum of the present inventory of improvements is and what that means for the new hex that encompasses them. If it was a bunch of mines it becomes one hex of industrial infrastructure. Perhaps, the look of the tile changes too. Maybe there are buildings and other infrastructure that makes sense to the amount and type of yields.

To make it interesting, you can design units by selecting what the unit is comprised of. The unit in the late game would represent a very large number of forces. So you would create a D-Day invasion unit by choosing some options in your military screen and all of your military and industrial infrastructure (or some designated percentage of it) in your civilization work together to produce it. Eventually it appears, or assembles over time, in some logical military hex.

In the beginning, before any merge, you labor to create what your civilization will become after the first merge. Each time there is a merge, you then labor to create what your civ will look like after the next merge. Eventually the world is seen from a much higher level, as if you scrolled out to see the nations.

In the late game, you are not controlling the results of you previous work in small city sized chunks. Instead your controls over your empire change too. In the late era, the whole empire acts on a much larger scale. You might be moving fewer pieces but their impact is far more simulated. Having an aircraft carrier group in a region has strategic and diplomatic effects too, but the group is just one unit in one hex.

As long as you could make each stage interesting and logical for the scale, it could be fun.
 
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I'd like to see some variant of this in a game, even if it's not a Civ game. The basic approach is one of the few I've thought of that could model growing from a local tribe, to a continental power, to a world power, to a spacefaring galactic power.

On an epic game scale, the game could also simulate the other areas in the background, to be revealed to you as the game progresses and your area of play expands. I'm not sure that simulating whole galaxies would be realistic, but humans take enough time to make decisions in-game that simulating other regions could be done in the background - while the human is taking their turn, thus not delaying the traditional AI turn time.

I don't necessarily expect this in an epic Civ game. But it could also be applied to a multi-part campaign. Play as Rome, start out as a small city-state. Next scenario is about Italy. Next is about the Mediterranean. Or Alexander the Great or Persia or Mongolia.
 
This is actually such a good idea! It prevents the lategame micromanagement slog by upping the scale of everything in a uniform, gradual, easy to understand way that would actually make you feel like your civilization is growing.

I realize that you'd need to tone down the speed of the hex merging for tall empires though, since they would want a greater control of individual hexes for longer (it's all they have to manage).
 
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