Civ V no longer a 4x or am I missing something?

If you've been keeping up with MadDjinn, then you're aware that he's conquered an enormous empire. Sure, Venice isn't settling cities, but he's still got an enormous empire under his control with a huge population, showing some strategies to balance happiness.

Yeah, I've been keeping an eye on Mad's vid. :)

Going back to the OP though, I think the vid actually just reinforces the point the OP is making (and with which I agree), because as at turn 150, Mad had just three cities in the empire as I recall. By contrast, as I mentioned in an earlier post, I found myself deciding what to build in perhaps 10 or more cities by turn 115 (1 AD) in an immortal game of Civ 4.

The fact that Mad now (currently turn 278) has a large empire meanwhile has actually just validated the points that KrikkitTwo mentioned here:

Civ is definitely a 4 x ... don't try to play it as a 1 x (expand) or a 2x (expand+exterminate) or even a 3x (explore+expand+exterminate)

You need to take the time to properly exploit the terrain before you claim it.

This means you must expand and exterminate slowly... and at sometimes you must wait until you have ther right techs or social (for gold/happiness) to properly exploit.

ICS is still possible, but not before Industrial/Modern.. and it must be slow.

However, as I mentioned in a previous post here:

Thanks. :) That's a very good summary - and certainly accords with my own BNW experience. It also possibly explains why folks aren't submitting youtube vids to demonstrate how easy it is to REx...because it's difficult to do in BNW unless you're lucky enough to spawn in a map with loads of different happiness resources and a mercantile CS or two.

I agree with @KrikkitTwo's summary of BNW. But of course, as I've also noted (EDIT: as has the OP), KrikkitTwo's summary doesn't invalidate the OP's (or my) view that BNW's mechanics limit expansion in the early game.

What I'm hoping is that MadDjinn does an LP in future similar to the one he did of Rome previously, which demonstrates how you can REx in BNW.
 
If they changed the name to "Administrative Efficiency" that was a complex system that incorporated the difficulty of administration with respect for the rule of law (Courthouses) and contentment of the population (Happiness Buildings; Luxuries) would that solve your problem? Bread and Circuses made Rome easier to govern. It's just part and parcel of that. If the only complaint is the name, it's not a great complaint.

And it's getting tiring/played out. Global Happiness had its issues in vanilla. but ever since they split buildings into providing mostly local happiness with only a few buildings/wonders boosting your base happiness it's been rather well balanced.
 
Yeah, I've been keeping an eye on Mad's vid. :)

Going back to the OP though, I think the vid actually just reinforces the point the OP is making (and with which I agree), because as at turn 150, Mad had just three cities in the empire as I recall. By contrast, as I mentioned in an earlier post, I found myself deciding what to build in perhaps 10 or more cities by turn 115 (1 AD) in an immortal game of Civ 4.

The fact that Mad now (currently turn 278) has a large empire meanwhile has actually just validated the points that KrikkitTwo mentioned here:



However, as I mentioned in a previous post here:



I agree with @KrikkitTwo's summary of BNW. But of course, as I've also noted (EDIT: as has the OP), KrikkitTwo's summary doesn't invalidate the OP's (or my) view that BNW's mechanics limit expansion in the early game.

What I'm hoping is that MadDjinn does an LP in future similar to the one he did of Rome previously, which demonstrates how you can REx in BNW.

It's still not a very good system where the only real viable domination victory comes from turtling until you hit timings. Makes the gameplay a lot more limited. If you can't expand too much early on you might as well go for a culture/diplomatic victory.
 
It's still not a very good system where the only real viable domination victory comes from turtling until you hit timings. Makes the gameplay a lot more limited. If you can't expand too much early on you might as well go for a culture/diplomatic victory.

The whole point of BNW, I think, is extending the meaningfulness of the game into later eras. In G+K, the player has often pretty much won by turn 120 or so, and the rest of the game is sort of moot. Its debatable if they have actually achieved that goal, but I think that's what you're feeling when you can't just spam cities anymore. They don't WANT you to spam cities until you have the economy to do so. Economy first, then cities, not the other way around.
 
It's still not a very good system where the only real viable domination victory comes from turtling until you hit timings. Makes the gameplay a lot more limited. If you can't expand too much early on you might as well go for a culture/diplomatic victory.

I'm not sure whether "good" is the right word. :) But I'd certainly say I find the system not "fun".

Put simply, when playing BNW, I feel as if I'm being rather herded, just like a sheep towards its pen, where I pretty much have to turtle to a greater or lesser degree given the game's mechanics – happiness in particular. Others might use the analogy of a tightrope walker trying to stay atop a rope – and being punished for doing anything other than progressing slowly toward the other end of the rope (ie. victory) by falling off. Some, like @dexters, obviously enjoy that type of game. Me? I like greater flexibility in how I approach a game.

As it happens, I was reading an old review of vanilla Civ 5 earlier today by @Sullla (at: http://www.garath.net/Sullla/Civ5/whatwentwrong.html)
who was very critical of the mechanics used in the base game. Now of course, that review reminded me of just how much has changed for the better in the interim from the initial release. However, this quote when discussing global happiness in vanilla caught my eye:

"The developers clearly intended players to build a small handful of cities (roughly five to ten on a standard-sized map) and based the happiness mechanic around that assumption."

because it occurred to me given this thread: http://forums.civfanatics.com/showthread.php?t=503996

that BNW might therefore actually be the culmination of what the developers wanted Civ 5 to be. Perhaps they do indeed want it to be a game in which the civver turtles to victory, to ensure the end game is relevant. If so, I'd suggest mission accomplished in BNW. If that's the case though, I do wonder whether that just reinforces a point made in my earlier post: that Firaxis and I have very different views re: how much some gamers (such as the OP and I) need to do per turn to remain interested in a TBS game. Of course, it may well be that Firaxis also understand that most folks are completely comfortable with the number of options BNW presents them with per turn. It also makes me ponder again meanwhile over the other questions that I asked in that post re: whether there is in fact another way to make the end game relevant and whether Firaxis actually have the talent in the team to spot that alternative.

The whole point of BNW, I think, is extending the meaningfulness of the game into later eras. In G+K, the player has often pretty much won by turn 120 or so, and the rest of the game is sort of moot. Its debatable if they have actually achieved that goal, but I think that's what you're feeling when you can't just spam cities anymore. They don't WANT you to spam cities until you have the economy to do so. Economy first, then cities, not the other way around.

Yep. That's precisely the impression I'm getting. Firaxis decided that the price to be paid to make the end game more relevant was to nerf alternatives (like RExxing) which might see the game won before then. In effect, this forces the game to go longer - because it starts later. A side effect of that is that some gamers may find there is less for them to do per turn than they might like, or be used to, during the early game.

As I've noted previously, I just wish they'd found an alternative way of achieving their objective by looking to strengthen smaller empires instead of crippling large ones.
 
A certain kind of ICS was possible on Civ4 lower levels ,but it was hardly optimal even there. I don't think i have ever seen a single deity ICS victory on Civ4 BtS while there are numerous space and culture victories with 6 cities.

Civ4 did a great job to prevent ICS (without artificially weakening large empires) and it basically needed just one mechanism to do that - the "progressive" city maintenance cost. AFAIK Civ5 could not use the same trick because Schafer wanted to get rid of sliders.

I would say "great job" is debatable. At the start of the game, 10 cities (producing setters and workers nearly nonstop) is fairly ICS, and there's really no reason to stop there. You don't see a lot of that because once the ICS expansion is won, people simply stop playing!

Culture is one of those weird things in Civ4. But let's not diverge. You like Civ4. Stick to those forums.

learner gamer:

It's hard for me to reconcile "small civ" with "ten cities on a standard size map." The Standard Continents map in Civ5 would house no more than 10 cities comfortably in one continent. By that I mean ten cities with tiles that are actually worth working. A medium sized island would house no more than 4. Ten cities is not a small civ on Standard!

If I had ten cities placed on good dirt on a Standard map, my colors would be dominating the minimap.
 
I would say "great job" is debatable. At the start of the game, 10 cities (producing setters and workers nearly nonstop) is fairly ICS, and there's really no reason to stop there. You don't see a lot of that because once the ICS expansion is won, people simply stop playing!

Culture is one of those weird things in Civ4. But let's not diverge. You like Civ4. Stick to those forums.

learner gamer:

It's hard for me to reconcile "small civ" with "ten cities on a standard size map." The Standard Continents map in Civ5 would house no more than 10 cities comfortably in one continent. By that I mean ten cities with tiles that are actually worth working. A medium sized island would house no more than 4. Ten cities is not a small civ on Standard!

If I had ten cities placed on good dirt on a Standard map, my colors would be dominating the minimap.

The pedestal worship of Civ4 you were replying too is quite typical of Civ5 critique, which is usually to say it's not Civ4, and often it's remembered with a heavy set of nostalgia.

But yeah, 10 cities is not small. I consider the cut-off for tall empires to be 4, based entirely on the Tradition bonuses. And on standard maps, 4 cities is almost wide.
 
I'd say 4 is small, 5-12 or so is medium, anything larger is large (assuming Standard map). Large is a wide area that goes from those who like lots of cities to those going for a domination win. When it's the latter, I think the number of cities is irrelevant; you're just looking at the enemy armies and your happiness meter.
 
I would rather say that 5-8 is medium, with anything beyond 10 as large. Ten cities is enough to claim an entire major continent, on a Continents map that only has two major continents! I would not call enough cities to claim half the world map as "medium." That's equivalent to saying a single nation spanning both North and South America (classed as one Continent in Civ 5 terms) is a "medium" nation!
 
I would rather say that 5-8 is medium, with anything beyond 10 as large. Ten cities is enough to claim an entire major continent, on a Continents map that only has two major continents! I would not call enough cities to claim half the world map as "medium." That's equivalent to saying a single nation spanning both North and South America (classed as one Continent in Civ 5 terms) is a "medium" nation!

And you also have to count city states which didn't exist before.

They're quite important in filling out a continent. Also why IMHO cities directly under your countrol doesn't mean as much in Civ5. 4 cities with no ally is not even in the same universe as 4 cities with 5-6 CS allies. The latter is a bonafide world power.

But I digress as this is an abstract, geopolitical view of the map that is probably not where the discussion needs to go. heh
 
True. I originally capped my medium at 8, but I decided to err on the safe side and make it a bit larger.
 
that BNW might therefore actually be the culmination of what the developers wanted Civ 5 to be. Perhaps they do indeed want it to be a game in which the civver turtles to victory, to ensure the end game is relevant.

This is a point on which I'd like to comment a bit. The use of the word "turtle" might be inaccurate, but let's go with what it usually means.

The use of the word is inaccurate when applied to "small" Civ5 strategies. These strategies are typically only "small" in terms of number of cities. In terms of population, they're typically competitive with "large" civs of ten cities or more, specifically because the happiness cap caps population, not city number.

Essentially, in Civ 5, you're deciding on whether to put your hammers towards claiming more cities, or in growing more pop. Both approaches are viable. They were not in previous 4X games usually because there were ridiculously easy way to boost pop in general everywhere. Now you have to devote hammers towards making pop grow. Lots of hammers. Enough that you have to sac expansion. That's a good trade off.

I think the issue is that REXXERs are used to having all this stuff easily available for free; and now it's locked off enough that only saccing REX will get you all this stuff. You can't still REX. You just can't build the NC at the same time. That's a trade off. It's good, otherwise everyone and their dog will just REX, just like in every Civ prior.

Finally, the existence of 1UPT, unit movement, and hammer investment means that defending your gains, whether in pop or in cities is a matter of hammer investment. A large civ building a military to defend its land is no less "turtling" than a small civ doing the same thing.
 
True. I originally capped my medium at 8, but I decided to err on the safe side and make it a bit larger.

Also reason I made the statement that 4 is almost wide @4 cities is that there is no term for intermediate in Civ5 at least in the tall/wide conceptualization of specializing on a few cities or having more cities. It might as well be a tallish wide?

I think that murky middle is a bit of a gray area. Too big for tall, but too small to take advantage of wide empire economies of scale. Perhaps a failed wide? A successful tall that earned a few extra puppets in a war? Hard to say, and it can also be classified as a transitory state as the way I see it, once you make the decision not to go tall, you're wide. It's only a question of how wide.
 
Yeah, I probably wouldn't recommend staying at a medium state, although there might be advantages (getting specific luxuries, for example). It's a shame that, in the balance of tall vs. wide, my favorite (a compromise) was weakened.
 
I'm with OP on this, it's sad that you can't do manifest destiny to a whole continent.

I'm a role player and not a city-manager/ICS gamer so take that for what its worth. I've always found the joy of land wars and battling for resources so engrossing (hell I use spies in earlier Civ games to snoop at wars btw AI civs - so much fun).

Me thinks what ruined the expand (for those of us who liked to expand) was that people gamed the system. First it was ICS, then the city-management ppl complained that their terrific efficient management of their small enclave was being threatened by warmongers and need to be appeased, then the OCC people said Firaxis should appease them. Then came Shafer with his idea of sticks more than carrots to make tall actually viable. (when he should've made tall benefits FAR more beneficial than wide instead of punishing wide to benefit tall. ex. a small empire has a focused specialists scientists which makes them a far superior tech civ with an advanced army than the plodding wide empire which has units from an era behind). And oh yeah, damn you Shafer for your stupid global happiness crap. You could've had health as the empire limiter but nooo...

Hence you have a huge departure from Civ3's spread till you get killed by corruption (which always seemed to have infinitely more land to settle on than your ability to actually hold every piece of it) to "I'm joyful I have 5 cities and not crumble under all these complaining asshat citizens w/out a circus in boondock city and my broke-ass raggedy ghetto army dragging itself to defend the pioneer city" (on the edge of the ring of cities, gasp! truthfully it's the 5th best city in your 5-city empire :rolleyes:).

I'm sure lots of ppl will criticize me and tell me to suck it up and play tall (you'll like it for a change!). I have played tall and I have played it successfully. I've won culture and space-race on all vanilla, G&K, and BNW. But i'm just not OCD enough to micromanage every part of the empire and make my cities specialists and my specialists be ultra-efficient German-precision specialists. Like I said I'm a role player and I like role playing an emperor, not a city manager.

Since Firaxis has appeased the city managers, can they swing back the pendulum and appease the expanders again?
 
learner gamer:

It's hard for me to reconcile "small civ" with "ten cities on a standard size map." The Standard Continents map in Civ5 would house no more than 10 cities comfortably in one continent. By that I mean ten cities with tiles that are actually worth working. A medium sized island would house no more than 4. Ten cities is not a small civ on Standard!

If I had ten cities placed on good dirt on a Standard map, my colors would be dominating the minimap.

I would rather say that 5-8 is medium, with anything beyond 10 as large. Ten cities is enough to claim an entire major continent, on a Continents map that only has two major continents! I would not call enough cities to claim half the world map as "medium." That's equivalent to saying a single nation spanning both North and South America (classed as one Continent in Civ 5 terms) is a "medium" nation!

The pedestal worship of Civ4 you were replying too is quite typical of Civ5 critique, which is usually to say it's not Civ4, and often it's remembered with a heavy set of nostalgia.

But yeah, 10 cities is not small. I consider the cut-off for tall empires to be 4, based entirely on the Tradition bonuses. And on standard maps, 4 cities is almost wide.

:lol::lol::lol::lol::lol::lol::lol:

The reason it's so funny is because, as I'll shortly show, your criticism is so completely, totally and tragically wrong. Instead, both you @dexters and @Roxlimn have suffered a complete reading comprehension fail. And what's more, whereas @Roxlimn at least managed to keep the debate focussed on the game, you @dexters elected to get personal, accusing me of “Civ 4 pedestal worship”. In the process, sadly for you @dexters, you only succeeded in highlighting how personally you take criticism of a game called Civ 5: Brave New World. :lol::lol::lol::lol:

To see why you're both so wrong, let's take a look back at my earlier post, in which I said:

As it happens, I was reading an old review of vanilla Civ 5 earlier today by @Sullla (at: http://www.garath.net/Sullla/Civ5/whatwentwrong.html)
who was very critical of the mechanics used in the base game. Now of course, that review reminded me of just how much has changed for the better in the interim from the initial release. However, this quote when discussing global happiness in vanilla caught my eye:

"The developers clearly intended players to build a small handful of cities (roughly five to ten on a standard-sized map) and based the happiness mechanic around that assumption."

because it occurred to me given this thread: http://forums.civfanatics.com/showthread.php?t=503996

that BNW might therefore actually be the culmination of what the developers wanted Civ 5 to be. Perhaps they do indeed want it to be a game in which the civver turtles to victory, to ensure the end game is relevant. If so, I'd suggest mission accomplished in BNW.

In other words, I included a quote from a review of Civ 5 vanilla from @Sullla. As a result, the first mistake both of you made was even assuming that I agree with @Sullla's notion up to 10 cities could have been regarded as a small empire in vanilla. However, if you both bother to check my posts, you'll find that I make no such claim. Instead, my sole reference to empire size in both vanilla and BNW has been the following:

Judging by some of the posts on here though, I get the distinct feeling that some folks think that six cities isn't a small empire in Civ 5 / BNW.

And I stand by that comment – I think that six cities was a small empire in vanilla. But I've said nothing about whether I perceive an empire with 7 or more cities in vanilla as being small, as you clearly imply in this quote:

Ten cities is not a small civ on Standard!

And that's for good reason: I don't and have never said a 10 city empire is small, in vanilla, BNW or Civ 4. Go and check. Both of you.

Now, if either of you can actually be bothered to hunt for some facts instead of just making unfounded accusations, you'll find that, instead, my comments have focussed on the date (1 AD) at which I could assemble a 10 city empire in Civ 4 (ie. not BNW) - and I've noted that I find myself running fewer cities at the same point of a game of BNW. In other words, the comparison that has been made is between empire sizes at a given date. This has been repeatedly borne out by my continued references in this thread to activity levels in “the early game” and why the rest of us have been talking about RExxing – to gauge opinion on whether BNW would be improved if the date at which an empire of a given size could be founded was brought forward.

Your second – and bigger - failure meanwhile is to assume that even if I agreed with @Sullla that a small empire consisted of up to 10 cities in vanilla (when I have made no such claim), that I also believe this definition of 10 cities as "small" also holds true in BNW. And here you both fail tragically, because, as I specifically pointed out in my post here:

As it happens, I was reading an old review of vanilla Civ 5 earlier today by @Sullla

@Sullla's quote referred to the game as it stood in vanilla. In other words, neither he nor I made in that quote any representation of what a small empire might constitute in BNW.

Indeed, I made this point even clearer subsequently in my post by subsequently noting that I was completely aware that there have been a number of changes to Civ 5 made “for the better in the interim from the initial release.” In other words, I'm completely aware, to quote just one obvious example as a for instance, that the minimum number of hexes between cities has changed from 2 initially in vanilla to it's current 3 in BNW. What's more @Sullla's review also highlighted another change made in an early vanilla patch, to colosseums. As a result, I am (and was when I posted) therefore completely aware that it would be necessary to question whether any gamer's perception of what constituted a small empire in vanilla (which is all Sullla has discussed in that review I quoted) was still an appropriate definition to use in BNW. And perhaps, at least here, there is something I need to consider: whether 6 cities is still a small empire in BNW, in accordance with my quote here:

Judging by some of the posts on here though, I get the distinct feeling that some folks think that six cities isn't a small empire in Civ 5 / BNW.

Obviously, that's something I'll reflect on as (or if) I play more BNW.

However, to repeat, at no stage did I suggest that a 10 city empire is small in BNW as you've both accused me of doing. And quite frankly, your failed attempts to put words into my mouth are just hilarious. :lol::lol::lol::lol:

So why post @Sullla's quote? Well, as I mentioned in the remainder of my post, it illustrated a point that I was trying to make about BNW: that perhaps the developers intend that the gamer build a small empire in BNW (however you define that – and I've certainly made no reference to a 10 city empire being small in BNW, and neither did @Sullla) and then, as I went on to say, turtle, to make the end game relevant. And I stand by that hypothesis too. What's more, as I pointed out in the remainder of that post, that hypothesis would be consistent with the observations of others in this thread, such as @knighterrant81 and possibly @KrikkitTwo.

A word of advice to both of you. If you're going to reply to my posts and accuse me of “Civ 4 pedestal worship” in particular @dexters, at least read them first and be sure you have your facts straight to avoid embarrassing yourselves by making false and unfounded claims...and then trying to get personal to boot.
 
learner gamer:

Firstly, please lose the attitude. I don't like it and I'll stop discussing anything with you presently if you keep it up. I did not accuse you of saying that 10 cities is small. I took that from Sullla's take on the game long ago (which I also read), and his take on it, which is relevant as you quoted it.

I said that I don't think 10 cities is small. If you agree, then agree and leave it at that. I did not disparage your person and I'll thank you to return the favor.

So why post @Sullla's quote? Well, as I mentioned in the remainder of my post, it illustrated a point that I was trying to make about BNW: that perhaps the developers intend that the gamer build a small empire in BNW (however you define that – and I've certainly made no reference to a 10 city empire being small in BNW, and neither did @Sullla) and then, as I went on to say, turtle, to make the end game relevant. And I stand by that hypothesis too. What's more, as I pointed out in the remainder of that post, that hypothesis would be consistent with the observations of others in this thread, such as @knighterrant81 and possibly @KrikkitTwo.

Qualify that hypothesis, then. I say a small Civ in Civ 5 is ONE city. The point you're trying to make (as I understand it from this post) is that perhaps the developers intend that the gamer build a small empire in BNW however I define that.

Alright, then. I define it as one city. Make your point that the developers intend for the gamer to build one city and one city only, every game. You say you want to stand by your hypothesis. Do so now.

dilettante:

Sullla and others were mistaken in Civ5 when they thought it presented insurmountable blocks to expansion. Indeed, the best strategem in vanilla is to ICS, because the principal stick to that is happiness, and you unlock ways to counter that trivially in Civ5 vanilla.

It's still not difficult to so in Civ5 BNW. Each city gets you 4 unhappiness. There are a number of ways to counter that easily.

Meritocracy from Liberty gets you 1 happiness per city. Colesseums another two, and Burial Tombs for Egypt the final 2 for 5 local happiness, making a size 2 city happiness-neutral. That's ICS material right there. This is not the only way to manage this. Circuses give you more happiness. Pagodas, too. You can manage Shrines and Temples or Gardens to give you happiness depending on religion. You can even just get Ceremonial Burial and get 1 for every 2 cities.

Right now the chief barrier to getting well past 5 or even 15 cities (completely dominating a standard map) is hammers, and purely hammers. Hammers for Colessuems. Hammers for tech buildings. Hammers for settlers and workers. Hammers for Markets and Banks. If you have infinite hammers you can fill the map.

On a practical note, the primary reason REXXERs right now stop at 3 or 4 cities is not because of the science or policy penalties - it's because of a carrot - the NC. The NC (and all the national wonders) is primarily designed as an advantage for Civ with few cities. The mechanic for having prerequisite buildings in every city and the increasing cost of the wonder per city you have is a clear indication saying "This is meant to reward small civs."

That's a carrot, not a stick.

The main sticks right now are the science and policy hits, which are essentially forms of Civ4's City Maintenance mechanic, turned the other way around. They're not really very material - the science hit mainly affects warmongers who puppet the world, since puppets get a science hit in addition, and are poor growers in general. A flat 5% addition per city should be well below the threshold for the science contribution a good city provides. REXXERs should still have more science - just not as much as before.
 
So from reading this thread I guess I am at the point to ask if anyone knows of a mod to add gold back to rivers and oceans and perhaps to also add happiness back to religious buildings as it pretty much was in vanilla?

I hate to mod the game as such but am really not thinking my recent investment of 30 bucks was not worth it and might as well salvage what I can and return the game as much to vanilla as i can.

I think this is my last civil purchase as long as firaxis holds the reins. Sad really considering I own all the others including such things as call to power.
 
In my view, the problem is that there are too many "counters" in favour of tall empires. Happiness, science and culture all benefit hugely from remaining small and building up peacefully and having these things count up high is just cool. Who doesn't want to have all the policies? And great tech? While the incredibly strong defence the game allows keeps you safe. Especially tech is a problem for wide empires as the difference between the tiers are that big.

This can be fixed easily by tuning the honour policy a bit. Maybe a policy named "triumph" that gives you a happiness boost in your capital. Putting Assyria's unique talent here could prevent the tech gap. (And give Assyria something even cooler).
 
Qualify that hypothesis, then. I say a small Civ in Civ 5 is ONE city. The point you're trying to make (as I understand it from this post) is that perhaps the developers intend that the gamer build a small empire in BNW however I define that.

Alright, then. I define it as one city. Make your point that the developers intend for the gamer to build one city and one city only, every game. You say you want to stand by your hypothesis. Do so now.

Easy.

As it has been used repeatedly on these boards, the term “turtle” which I used in that sentence you quoted part of, can be interpreted to mean doing things slowly (like the animal itself). In the context of your example (of small = 1 city), this could mean the gamer settles their one city and then expands slowly outward to other sites. There are numerous posts around in which gamers use turtling in this very context (eg. settling other cities gradually further away from their capital.) If undertaken, such activity is entirely consistent with the earlier post from @KrikkitTwo advocating the need to do things slowly, in the early game in particular. And going back to the topic of this thread, it is the desire to ascertain if there is a viable alternative to this turtling, via RExxing, that we've been discussing.

You seem to be suggesting above by contrast that I've hypothesized the developers allow the gamer to build a small empire (however defined, at one city in your example)....and then just stop. That is not what I said at all – as is made completely clear in the rest of the sentence which you've omitted from your quote, which reads “and then, as I went on to say, turtle, to make the end game relevant.” To be clear, the sentence in full (without the bits that get in the way) therefore reads:

...perhaps the developers intend that the gamer build a small empire in BNW...and then...turtle, to make the end game relevant.

Where does that say the gamer is supposed to stagnate at one city in every game, as you assert here:

Make your point that the developers intend for the gamer to build one city and one city only, every game.

It doesn't. To repeat, it says very clearly that, having settled their small empire (here one city in your example), perhaps the developers intend the gamer to turtle...to move slowly. Not do nothing in every game.
 
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