Civ Ideas & Suggestions Not-Worth-Their-Own-Thread

Every time a city reaches ten citizens (size ten, twenty, thirty etc.) a tile adjacent to the main city tile will become a suburb. It can nog longer be worked. However the workable area of the city will increase by one tile. This way you can really choose between small settlements working small areas or large settlements working large areas.

I like the idea of having workable city borders including a BFH surrounding each suburb, but I do think suburbs should be workable, and maybe have their own specialist buildings, as suburbs do provide economic benefit to their metropolitan areas.

The food mechanics should absolutely change in some ways. In the modern world, at the very least, most large cities are not surrounded by farms, but will be fed by other global bread baskets. It would make sense that, instead of having farm cities grow exponentially, when in reality most are very small, they could produce food units which scale with their era that can be deposited in other cities. This could be further extended, by having one civ sell another a quota of food units or a certain level of one cities food production. This would be useful in keeping down population in cities without razing.

I also like the idea of rivers making trade routes, and to add on to that, i think that ships should be able to move up rivers. Shipping hubs that contribute economic developments frequently develop on rivers such as London, Cairo, Montreal, and Guangzhou.
 
I have a problem with the AI, they expand like monkeys, is there not a mod that makes them settle their cites closer to their own territory rather than the other side of the map? or can the AI be smartend to do so?
 
AI changes:


• Never attack with only ranged and/or siege units except if the AI can make it.
•^ Always have offensive units at the front and ranged/siege units behind in an assault.

• Protect and/or escort civilians and great people with a military unit or place them inside city when an enemy/barbarian is near the civilian/great person.

• Don't emphasize social policy trees that don't help the AI in it's victory strategy (such as no liberty/honor if going for culture).

• AI can now annex cities depending on can the AI handle the unhappiness hit and the quality of the city.

• AI can now use ships for assaulting cities and supporting their land units. Certain ships are more favored for this (such as Destroyer).

• Flavor for Natural Wonders, with other AIs focusing more on them than others. AI with a high flavor for them such as Spain will quickly turn hostile to someone with their wanted Natural Wonder and will try to capture it. Certain Natural Wonders are more wanted, especially fountain of youth.

• Removed "road connection", "water connection", "infrastructure" and "growth" flavors, and made them 7 for all AIs. NOT affected by randomizer.

• Leaders with a small "expansion" flavor will emphasize most of the time only peaceful victory conditions, especially culture. Wu Zetian now has a flavor of 7 for expansion.

• Gandhi now has a nuke flavor of 2 instead of 12 :crazyeye:.

• Reduced flavor (and personality?) randomizer from "-2, -1, 0, +1, +2" to "-1, 0, +1". Old one was crippling certain AIs, such as Wu ^
 
I love the game play of CiV and the innovations, but I'd also love to see the return and expansion of non-military and non-worker units, as well as a return to the diversity of religions and their respective buildings. I appreciate how CiV has simplified game play in a good way - my 9 year old was able to pick it up pretty quickly - but a bit more diversity of paths in the tech tree and of buildings and units would be welcome.

For units - diplomats and spies, with new, nuanced missions, as well as strategies to counteract them. Also, missionaries for religions, philosophers for philosophies, rock bands for rock music, etc. - it would be interesting to have various non-military units spreading ideas, spiritualities, and other cultural creations beyond their borders. One of the reasons I love the Great People is that you get to do something different with them than attack or build roads. I know that many of these things can be accomplished without units (i.e., diplomacy or espionage menus), but units are more fun.
 
I've stated this once and I'll state again, to go with Pastoreal's thing, if we had Apostolic Palace/U.N it would make diplomacy much more open and unexpected.
 
I am an old Civ player and member of this community (although not much active on these forums)

I would like to share with you my ideas for improving our beloved game.
Some of them end up with several 'unchangable' Civ rules accompanied with the game for years through all the versions...

Please feel free to comment


Rewriting the Civ!

Scope:
  • Spherical map
  • Initiative points for units and object positions
  • Battles like in Microsoft Legions
  • Logistics and unit support
  • Real population numbers and employment/unemployment issues
  • Equal turns
  • Fields of science instead pursuits to certain ‘discoveries’
  • Distinction between freely spreading theoretical science and slower or restricted spread of technologies/inventions
  • Resources


Spherical map

Among many proposals, spherical was an issue. There were risen many problems with it, especially: it cannot be equally divided into squares or hexagons nor quantified in any other way.
But there’s no need to divide a sphere into it!
There will be no problem with the unit movement or placement of any objects on the map
Just for the map creation, the minimum length of a straight line can be limited to 10km or so
And now the consequences

Units movement and related aspects (turn length, zone of controls, battles, front lines)
It’s easy with spherical map! Let’s give to each unit certain amount of initiative points (IP) that can be spent for various actions that can be performed by unit like movement, attack, pillage, build, entrench. Movement can be performed at any direction and costs certain amount of points per i.e. 10km (or any other minimum scale) depending on terrain. If you want to move your unit 17 km ahead, 6 km through forested hills, 11 through grassland the movement cost will be calculated proportionally. Actions like attack or pillage can cost different amount of initiative points for each unit. Modern mobile units will have lots of initiative , so they may move and attack several times per turn.
Additionally moving first 10 km can cost relatively less IP than last 10 km within 50km distance. The same applies to moving unit after performing a battle or any other consecutive actions. It will easily apply the ‘being tired’ feature. It also solves the problem of inconsistency that in previous versions of Civ a unit could move one or two squares per 10 o 20 years. With the minimum turn length of 1 week we can give to the units initiative high enough to travel through hundreds of km if the movement is not stopped by battles, support restrictions, undertaken action or difficult terrain without fear about the game balance. Support representing food and ammo of a unit can effectively prevent from easy scouting and revealing the map in early game.
Objects can be easily located with longitude and latitude model


Battles and ZOC

I remember the game called Microsoft Legions. The economy feature was totally ed up there but the battle was quite nice. My proposal is to get rid of the micromanagement of the battle. And here it goes:
1) the units can be grouped in packs and larger armies
2) While we approach our enemy we can chose our battle strategy – attack with the left flank, right flank, frontal assult, defend, withdraw and many others with the paper/stone/scissors effect. We can distribute our soldiers between the wings, middle and the back. When we attack out enemy is allowed to do the same and the paper/stone/scissors model comes into effect
3) The casualties are randomized among the single units depending on the battle strategy – i.e. units in the middle with frontal attack chosen by both opponents will suffer most
4) Some knowledge about distribution of opponents armies before the battle can be an additional feature – so i.e. attacking from the forest to open field can succeed with ambush-like effect as we know the weaker points of an enemy defense line
5) After action behavior also can be additional feature – let’s say – at the certain proportion of the armies we can order automatic withdrawal keeping in mind that it may cause some extra casualties. Also some low morale or high odds can effect with disorganized retreat and bloody defeat
So the battles will be shorter but more challenging. It will also cost quite a lot of IP points and each battle will significantly increase cost of consecutive actions undertaken in the same turn. Zone of controls (ZOC) have a huge imperative in this model. As the relatively high amount of IP per turn given to the units may effect with sneaky attacks on the back lines it will be a part of strategy to distribute small squads on strategic points that can slow enemy down in case of aggression giving us time to mobilize our troops. This model should lead also to FRONT LINES in modern wars, what had not been seen in previous Civ versions. All comes to more realistic player behavior


Support and logistics

Sending your troops to enemy lands without supplies would easily lead to the bitter end. Support system is needed. Unsupported unit can be completely useless including automatic disbandment of that unit. Support unit can be directly connected to the money/treasury and work the following way:
1) We point a unit or a group of units that need support
2) In response we get the cost of support that depends on the distance from supporting cities (not closest city), roughness of the terrain that we can accept or not
3) Support can be divided for food and ammunition. Food can be grabbed relatively easy (i.e. Pillaging) comparing to ammunition. It will cause a huge effect after gunpowder units will be discovered. So early armies can get the support easier – they do not need an ammo. Modern wars will require better planning and more money.
4) Units may receive an ammo from friendly cities but not all of them. Ammo need to be produced, then sent and storage. Closest city may not have enough ammo to support all the units on the frontline. Also the location of a military factory has a great impact for war strategy. Supplies routes can be automated (i.e. send 10% of the production each X turns to city Y, so they don’t need to be altered each turn.
5) In some cases support may last longer than one turn or be sabotaged (i.e. in the meantime our enemy crossed the route of our supplies
6) A military unit is divided into two aspects: man/training and equipment so ‘production’ of the unit will never be as simple as before when after few turns (dozens of years) we get the unit trained, equipped and we do not need to take care of it until it will die. So we can have men after a military training and basic experience but no weapon for them. Or we must choose what kind of equipment to assign with our men: rifle, tank or plane. This model is consistent with supporting model (we can lose artillery but not men) and also with having a REAL POPULATION NUMBERS. So we will never be able to have oversized armies without an impact to our economy >>> please see the unemployment feature below
7) Also the problem of weird upgrade of the units from cavalry to helicopters or tanks will disappear. We have man, but we need to produce new weapons and equipment to assign our soldiers with. Old weaponry can be traded to poorer countries ;)
8) Air battles will be having similar mechanics as in Civ 4 – air ride, bomb missions and support for regular battles.


Real population numbers consequences and related things

In recent Civ versions it was one of the biggest mistakes causing problems with game balance. For instance we always had a 100% employment (except the revolt times) which is unrealistic and weird
We do not need to count and micromanage each citizen! We can have a population city of 100,000 and share citizens as resources 17% farming 50% industry 20% services 5% army training. So it seems 7% is unemployed – why is that and what to do with them.
First we need to get rid of the current thinking of ‘buildings’ or ‘improvements’ in the cities. By now we could have one library, one factory, one granary. But we do not need to – I would love to see a feature allowing players to build several buildings of the same kind in the city. Of course each building requires workers – so we can’t increase our industry output just by spamming factories. Spamming factories will effect only with empty factories with ZERO output. Each building ‘produces’ certain need for workers, and each building can be assigned to a farming/industry/services/administration/military model. While we have our buildings and citizens we can assign them to their jobs setting the percentages. If there is no job for everyone it can cause several things:
1) Unhappiness and riots
2) Crime and corruption
3) Automatic migration between our cities
4) Automatic migration abroad
We can also imagine several other rules that accompany that model:
- Changing employment share among different type of economy such as farming and industry takes time, so it can be switched in 100% in one turn or even several turns. We can imagine that switching jobs takes more time in modern times when the specialization is far more developed
Migration causes ineffectiveness. Citizens that are unemployed have a certain chance to move automatically from one city to another. Even they move to a city with available jobs it may also take time for them to ‘be employed’ and ‘adopt to a new place’

The issues above also lead us to another >fixed civ rule< that should be changed. Until now once we rise a building it will serve us through ages. Of course we have support paid for each building but due to technology advance the buildings should be allowed to upgrade same way as units I previous version of Civ. Some can be upgraded, some have to be rebuild from the beginning. This feature will impact a late game when each technology may improve output of your factories as soon as you upgrade then to align with a new technology. Discovering a flight does not mean that your factories can produce regular planes, right?
The game don’t need to be unplayable that way. We can easily imagine an automatic upgrade feature that solves the micromanagement problem. In case of money shortages (caused by huge upgrade spending) we can set a percentage of the budget constantly supporting our upgrade throughout the turns. It will also eliminate the strange issue of sudden economic /military jump with single spending to upgrade the whole economy.

So the whole economy will be more about the macro-management and budget-management instead of turning each citizen ‘head’ into tax collector, scientist or engineer and switching them from one city square to another.

Real population number may also produce another effect – the longevity and it also gives the possibility to add the feature of constantly dying and emerging citizens. It causes that once trained armies may retire and you have to train new ones. In late games you may suffer from high spending on pensions and the whole demographic pyramid will be not only the Civ statistics! Thus I also propose not to link the food production with new citizens emerging process. Once we do not count each citizen we can operate with global numbers and population increase rate dependent on many factors.


Equal turns

Turns that slowed down in time were another factor that caused unbalanced problem in the game
Let’s have equal turns with all consequences such as long play in ancient/medieval times. I suppose main idea to avoid equal turns was to avoid long boring periods with similar technology levels (probably). I think it is not a disadvantage, and for me such a game would not be boring.
Generally it seems that time of peace and slow development was cut out by the Civ creators. ‘It has to be always something! Like war, discovery, great project’ To me it does not have to be like that.
If there is some doubt that the game could not be much interesting it can be enriched with some random events that would produce additional challenges
Equal turns are the advantage and chance to balance the game and implement some additional demographic features (described earlier). Is solves the weird movement one square per 20 years. It allows to implement the successor feature known from Total War games. So there is no need to have one leader through the ages with the same characteristics! We can enjoy the full flavor of diplomacy caused by changing monarchs and governments! Hammurabi died without a son and your country can fall into a troublesome period without a leader? You can be a big trouble as a Babylonian, but as an Egyptian you can also use the advantage of the chaos in the neighboring country and attack your rival


Fields of science instead of discoveries.

Let’s allocate our resources into certain fields such as physics-related science, biology-related science, philosophy-related science instead of one dedicated discovery. A certain advance in given theoretical field may give us a certain chance to reach a milestone or develop certain technology.
separation science and tech (inventions) - science as a way to a tech/building/unit improvement – I propose to build a science model based on points that can be gathered in some science areas: biology-related physics-related, social science-related and others - that give you a certain boost in building some tech improvements, units or buildings. Of course you can try invent sth like nuclear weapon having little knowledge in physics - but it will take long time if you have high level on physics related areas you'll build it much quicker. This concept eliminates IMHO wrong situation when with inventing chemistry you'll automatically get right to build frigate and grenadier. It also covers the issue of ‘discovering’ Frigates while on the map with little or no seas.
It should be also allowed to work at several areas simultaneously and of course being advanced on some areas you may discover other (but still understood as a pure science not tech), but generally quite balanced development in main science fields should give a synergy effect on further science development
I’m not using a term ‘discovery’ because thinking of the ‘flight discovery’ I always think that it was discovered by birds or ancient reptiles rather by human.
Let’s think of a theory of flight as a science and about a flight or certain flying machine as a technology or invention. I also think that in alternative histories of our planet probably people had flying machines in ancient times such as glides as technologically it was possible to build them. And here’s also a synergy as some technologies were used by our ancestors without or with little theoretical background and some inventions were found ‘by accident’ or ‘by need’ and then they boosted some theoretical research on a given field
science and (mostly) technologies are spreading independently on Earth - it was always spread by natural contacts and trade - so my opinion is that some 'invention points' on certain areas should be exchanged automatically between civilizations - the stronger trade route factor, scout/explorer activity and geographical closeness (especially in early game) is the strongest automatic science exchange should take place - more or less it should work as a internet wonder but in much more sophisticated way. It will cut funny situations of very outdated civilizations got stuck in a stone age while others build tanks. It also eliminate strong relation between territory (number of cities) and science & military power.
Inventions is a bit different thing. the theory can be written or spoken and passed freely. Invention can be restricted by skills or certain materials. So its spread factor should be slower, and in the late game spread of non-commercial technologies can be restricted , even almost stopped (i.e. nuclear weaponry, sophisticated rocket engines). But when we’d allow the game to go far in the future when space flights would get a high commercial value the knowledge about building good rocket engines should not be restricted only to military purposes and should spread freely.
In that way it will be possible to have small but strong and developed country. Trade matters!!
In terms of inventions – I will be glad to see the Alpha Centauri-like units creation. You may create longer or shorter swords, smaller or bigger tanks, faster or slower vehicles. First you design a unit with desired parameters what costs your invention points, once you have the design – you get the cost of production measured with resources, money and time. We do not need Unique Units. They will emerge spontaneously. The possibility to name your own tank or plane is an additional flavour. You may also sell the design to other civilisations, so you can make profit. Other may save time on inventing. Why not? During WW II Americans were not the only nation that used Shermans, right?


Almost the last thing – RESOURCES

Resources should be quantified. Certain amount of coal is needed to power a factory, certain amount of steel is needed to build a tank. So in simple words Each economy should produce certain need for resources, mines can be depleted, there can be surpluses or shortages in resources. It will cope with the problem of the civilizations that don’t have a oil within its borders, because resources will be more willingly traded and oil will be not so rare. Many countries have some oil resources – the problem is that they may not cover all the needs but definitely you will not face the situation that you have no tanks because the lack of oil. You will have some at least in case of aggression or you will be able even to have larger amount of them , just causing shortages in civilian industry...

I said almost because probably the last ‘big things’ to cover are RELIGION and GOVERNMENTS. But honestly – I have no idea what to do with it and how implement it into the game with realistic manner
 
I agree with the direction of your ideas and I will answer with my two general points I always answer to such threads. But first, one small addition to Ressources and Population: One needs to make sure that population growth is not dependant on the surrounding area. New York state doesn't produce that much bread ;-) Regarding Religion and Governments, there's two ways: top-down implementation with various types that you chose and that give bonuses: Fascism for War. Or you go with self-creating (many temples = hey, a prophet) and based on the wants of the citizens (many merchants in your city = they want a republic, having a monarchy creates unhappiness).

But back to the general point: KISS and "Gameplay or Simulation?"

Keep it simple, stupid. And transparent I might add. I can work with and look at complex mechanisms and calculations on my excel sheet at work. It shouldn't be high statistics, but simple and be understood intuitively, a tank should beat a spearman. Point.

Also it needs to be fun. If I constantly face negative penalties, i will not play it. It should be a game, otherwise I can make a historical simulation of civ. And a game needs choices, meaningful choices. Thus Unique Units are fun, even if not really logical (My Egyptians create war chariots in the forested hilly regions of Northern Siberia?). But it creates identification. There's always choice in how much you want it to be a simulation and how much it's a game. Civ5 is more gamey than the other civ games, while Rhyes and Fall of Civilization f.e. is heavily slanted towards a simulation, see historical victories. But it's still fun. Oh, and that reminds me: A Civ GAME needs to have some sort of victory (though I don't think it should only be in the Modern Age, instead Victory Points awarded by era)
 
Hi Mitsho, thank you for your reply

yes, your're right: simulation vs. gameplay is a neverending thread.
Definitely killing the fun is not anybody's will

My intention is to make the game more logical not historical. Maybe that is why I am not a big fan of Rhyes and Fall.
To me Civ is a great game because it can always surprise me with every new map, with every new enemy behind your borders, with every new play. We can write our own history - and that's why it is fun.

Regarding the population issue you were writin about: the solution is simple - allow to import the food/resources surpluses between your cities and create the employment model and migration model. In simple words: make the game more logical and closer to reality.

What is the reason of creating the cities in loctions with harsh life conditions? Mostly profit on some unique resources. You can mine gold in tundra, but then you transport it to a bigger industry center for further process and production (jewellery, tools, equipment) because it offers to you skilled workforce, better industry facilities, and trade connections. Anyway the city built in tundra grows. It exports gold and imports food and other stuff in exchange. as simple as it is.:)

********
And the last thing. Winning conditions. Problem with winning conditions is as follows: they mostly make players (including AI) acts irrationally (in terms of governing your state). You start to drive to one particular concept which is not in line with your people happiness or even survival of your nation. They also usually force w war-like ruthless behaviour because winning conditions favours more land, more cities no matter what. You may even start a war with your best friend just to win the game. Such a game is not fun. And not real
 
Hi Guys,

I have read your suggestions with pleasure. I think in general the go in the right direction but they still go around many >fixed-in-mind< old Civ habits.

I think the idea should be not to go into details like units, discovieries tree and specialists. The idea is to change the whole mechanics and game model

Please get familiar with my point of view on the subject here: http://forums.civfanatics.com/showthread.php?t=451315

I will be glad to discuss it futher with you
 
I have Civilization V. I like the nations but i think a new mod must be created which adds the counrty Bulgaria. :borg:
 
Moderator Action: Merged joncnunn's and Tomek's threads, as they're compilations of various ideas.

You're of course both welcome to start separate threads with more specific focuses.
:)
 
i'd like to see Japan (or the game in general) get a new tile improvement: Rice Paddies. they can only be placed on marshes, get the standard farm food +1, and the marsh retains its movement penalty. they get a +1 food from Water Mills but no bonus from Fertilizer. a japanese benefit could be that japanese workers suffer no movement penalty in rice paddies.

its a similar thing to wheat and Granaries, but it adds just a little more depth to the game. improved hills and jungles still retain their movement penalties so i thought using marches and still getting the penalty would be interesting.

i also thought for Civ 6 it would be interesting to have a Japanese Scenario (as a DLC) where their workers can fight and rebel against Samurai invasions. It reflects the history of how certain weapons came to be, like the Tonfa was developed as a removable handle from a rice wheel for villagers to defend against raiding samurai. I'd guess that the Scenario would involve Japan vs Japan in a feudal states era culminating in a couple diff win types, a diplo unification of them or a domination-in-the-name-of-the-shogun type victory. could even include ninja units for a separate Yagyu clan that employs them. they could have diplo implications or not require permission to cross borders for scouting.

just some thoughts. i watched a lot of samurai flicks.
 
i would also like to see triremes be able to disembark for the sole purpose of clearing barbarian camps. and they can only remove ones directly on a coast or maybe one tile from the coast but no deeper. they would have no weapons but could defend themselves should an enemy attack.

it always irritates me to kill off a camp unit but not be able to do anything about removing it. i mean, actual people sail that trireme.
 
How about ocassional non-player controlled trade units (caravans, ships) moving along trade routes between cities? It would give pirates and brigands something to do, and necessitate actually keeping trade routes secure. Other non-player controlled units: migrants and refugees.

Of course, the biggest necessity for me of any Civ game is mod-ability: the original Civ games are great out of the box, but it's the mods and scenarios that keep me coming back. I hope Sid's team never loses focus on you modders and the value you add to the game!
 
i'd like to see Japan (or the game in general) get a new tile improvement: Rice Paddies. they can only be placed on marshes, get the standard farm food +1, and the marsh retains its movement penalty. they get a +1 food from Water Mills but no bonus from Fertilizer. a japanese benefit could be that japanese workers suffer no movement penalty in rice paddies.

its a similar thing to wheat and Granaries, but it adds just a little more depth to the game. improved hills and jungles still retain their movement penalties so i thought using marches and still getting the penalty would be interesting.

i also thought for Civ 6 it would be interesting to have a Japanese Scenario (as a DLC) where their workers can fight and rebel against Samurai invasions. It reflects the history of how certain weapons came to be, like the Tonfa was developed as a removable handle from a rice wheel for villagers to defend against raiding samurai. I'd guess that the Scenario would involve Japan vs Japan in a feudal states era culminating in a couple diff win types, a diplo unification of them or a domination-in-the-name-of-the-shogun type victory. could even include ninja units for a separate Yagyu clan that employs them. they could have diplo implications or not require permission to cross borders for scouting.

just some thoughts. i watched a lot of samurai flicks.

I like the idea for rice paddies. It will create a bit more variation in improved terrain. Right not it's either flat or hill, with the rare exception of a lumbermill. Marshes are a nice variation since they also slow movement but don't give a defensive benefit nor do they block ranged attacks.
 
1. I think I said it before - Scientific City States.
At this stage
Military fits for Domination (before taken over) Victory
Cultural fits for Cultural Victory
Maritime/Cultural/Military fits for Diplom.Economic Victory
And Science pretty much only has Maritime, but even then it's a minor thing that doesn't ACTUALLY help out except for a pop. growth

AND another thing

Cultural Victory needs to be changed (The rules for policies) so it supports larger empires, right now, the bigger the empire the WORSE your chances for victory, which is annoying as HELL.
 
In relation to Tomek's post: A quick geometry question: could you have a spherical map, using hexagonal tiles, with a different shaped, impassible tile (or 'hole' in the map) at the north and south poles? I love the idea of a spherical map - what, geometrically, could make it work with tiles?
 
yeah, you can. google "geodesic domes" and just look at the pics. you'll see some images using hexagons.

here is one i found.

 
another suggestion/idea: upon researching railroads you can transfer production/hammers to another city (i.e. sending iron/lumber via train to another city to speed up their builds) as long they are connected by railroad. this makes sense in a rational way as that is how society shares its resources when land locked. this would also be logically locked to a flat amount, maybe 5 or 10 hammers to create some balance or prevent exploitation like having a city with 60 production give 40 of it to a city with 1 pop. you also wouldnt be able to do this with puppets or while a city is in resistance.

this also should lead to air transport like we have with helicopters transporting tanks and airplanes transporting resources. these would each be an actual unit you could build to move a tank, like a civilian unit with defense but no attack. im a fan of more kinds of civilian units other than workers/settlers. adds depth and strategy.

while im at it--another GP, the Great Politician: ability options-Can create a Golden Age, can be sent to a CS to switch allegiances to you (60/60) as long as they are not at war, can be sent to a CS who is peace-blocked/permanently-at-war to force 10 turns of peace treaty. (it may not be captured by a CS unit and it can only be expended, as no diplomacy buildings exist.) this would also be a cool Patronage free GP.
 
Thank you for the geodesic pic, Hammer Rabbi - I should have thought of that. I wonder if a hexagonal system could work with ocassional pentagons thrown in - though I don't know how that might mess up the terrain and unit movement graphics.
 
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