The folks in Old Town in Alexandria (VA) might disagree with you (as might those located in the Old Towns in Albuquerque, Chicago, San Diego and the many other places mentioned in this Wikipedia article).
I usually see the name historic district instead. You'll have to excuse me as I'm Texan and I'm not sure it's used as much down here.The folks in Old Town in Alexandria (VA) might disagree with you (as might those located in the Old Towns in Albuquerque, Chicago, San Diego and the many other places mentioned in this Wikipedia article).
I guess I’m just accustomed to the flat earth (don’t worry not in real life)
I think this change justify doing a Civ 7, I would like to be able to cross globe around the pole in modern era.Probably something like this:View attachment 577278 View attachment 577279
Another thought I'm having:
Barbarians should go. They don't really correspond ot any historical reality - just to clichés of greco-roman history. But most of the most noticeable barbarian groups of Greco-Roman history have long since been added as one civ or another in the game.
What we should have instead of Barbarians in the old Civ sense is that *everyone* is perceived as a barbarian in the early game. It's only with certain techs and civics, and prolonged contact, that perception shift from barbarians to an identified civilization.
Barbarian civs, and barbarian city states, exist in a state that's neither war nor peace: units can fight (how likely a civ is to be aggressive as barbarians would depend on their settings, etc), but you can have ongoing trade deals with neighboring barbarian cities even while your units are fighting. Trade routes and trade deals would accelerate recognition of a civ as a civilization and moving them outside the Barbarian group. Ideally, you would be able to see their settlement, but maybe not even their names - that would require advancing your communications with that civ (eg, learning their language).
There should be commensurately more city states and cities in the game, to allow for the ones that will invariably be destroyed as Barbarian Encampments in the early stage of the game. Which can also have long-term consquences ("Oh, you were hoping to run into the Jerusalem City State? Too bad, you razed it back when it was a Barbarian Camp...")
Make the map a globe you can spin around by end-game. The main menu shows the map you have revealed in your last save game as a globe similar to the Civ IV main menu's view of Earth, letting you instantly remember where you last left off.
You need a few pentagons with your hexes, but how would that be an issue ?In the past I thought a spherical world map would be cool but now I'm a little skeptical. Some people see Civ analogous to a board game hence no true spherical map. I would prefer if Firaxis brought back the zooming out satellite feature from civ 4 that gave the illusion of a spherical world.
If they do take the time to implement some spherical like map I don't think Hexagon tiles are going to work. There's been much discussion on the forums in the past how a spherical map could work but it's mathematically impossible to make a perfect spherical map with hexagon tiles without adding pentagons.
I kind of think those who want a spherical map have been thinking about it wrong, and really a spherical cube might be better. Though that would require going back to square tiles.
View attachment 580002
You go to a new iteration because you want to attract new players to the game. You make another expansion if you want to keep the existing userbase paying. With that in mind you need to simplify the game and make it easier for new players, not add more stuff to what is a fairly overwhelming game for a lot of people. Every person I've tried to introduce to civ VI just finds all the bonuses a bit overwhelming...
Something like getting rid of city states and faith as a resource. Then have religion in game act in a similar way to city states.
I would prefer to be able to build the Tier 1 Buildings in the CC, because a Campus "District" in the Ancient Era, just to have the Library in it, isn't realistic.I wouldn't consider it a fundamental change, but some of the discussion here led me to the idea that what if there just wasn't a city center district. What if when you found a city, that tile becomes a district of any available type.
Maybe they're just not 4X players? Civ6 is pretty simple and straightforward as far as 4X games go. I for one want to see Civ7 more integrated, not more simple (except insofar as some simplification is necessary when comparing an expanded game versus a base game).With that in mind you need to simplify the game and make it easier for new players, not add more stuff to what is a fairly overwhelming game for a lot of people. Every person I've tried to introduce to civ VI just finds all the bonuses a bit overwhelming...
I strongly disagree with getting rid of city-states. Unique city-states have been a wonderful outgrowth from generic city-states in Civ5, and I'd like to see Civ7 progress to the next logical step of minor factions (and roll barbarians into that system, too). However, I strongly agree that Civ6's implementation of religion is horrible. Religious Victory was a major misstep. TBH I wouldn't mind seeing government work like Civ6 religion, while religion should be something that appears spontaneously and something that the player can react to (adopt, ignore, suppress) rather than control. Paradox mechanics are rarely a good fit for Civ, but I actually think CK3's religion system would work great for Civ7.Something like getting rid of city states and faith as a resource. Then have religion in game act in a similar way to city states.
I sympathize as there are expansion features I, too, would like gone, particularly the World Congress and tornadoes specifically, but that's only going to exacerbate the problem that systems don't interact.And speaking of Modes, I think they are a good implementations, since you could customize the Game Settings as you like, without the need of a Expansion that comes with a set of new Mechanics, that you can't choose which one to have in the Game and which not (wouldn't hurt to have the option to desable the World Congress).
I totally agree with you!I strongly disagree with getting rid of city-states. Unique city-states have been a wonderful outgrowth from generic city-states in Civ5, and I'd like to see Civ7 progress to the next logical step of minor factions (and roll barbarians into that system, too). However, I strongly agree that Civ6's implementation of religion is horrible. Religious Victory was a major misstep. TBH I wouldn't mind seeing government work like Civ6 religion, while religion should be something that appears spontaneously and something that the player can react to (adopt, ignore, suppress) rather than control. Paradox mechanics are rarely a good fit for Civ, but I actually think CK3's religion system would work great for Civ7.