Civ VII Buildings Go Between Tiles

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Mar 23, 2006
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Much like how rivers flow between tiles, I think buildings should be built between tiles. Assuming hexes, depending on the building they can go either at the corners (so attached to 3 tiles) or the sides (so attached to 2 tiles).

Potential examples
A granary built in the middle of a farming triangle (So the corner of 3 tiles) would grant yield +1 food to all surrounding tiles
A library may be built beside a river, grants +1 science and has a specialist slot. (Beside a river because of papyrus/clay being useful for ancient records).
A forge built in the middle of a mining triangle (So the corner of 3 tiles) would grant +1 production to all adjacent mines
A barracks built on a side that is adjacent to the forge (So between or alongside two tiles) would then grant any units trained at that barracks a small combat buff (better weapons from the nearby forge)

I think this would be an upgrade over the current district system because
1) It doesn't simply designate a spot on the map and all the same type of building goes there
2) It leaves tile space for improvements/other uses
3) It would make cities look more random
4) It gives buildings a more apparent and easier to understand area of effect
5) You could build multiple buildings in the same city
 
I'm definitely a fan of this idea- it feels like a proper evolution of how districts work. There's more customization, more flexibility, and you don't lose your good tiles in order get buildings. Compared to your examples, I do think it would be nice to see bonuses that were more general rather than being specifically tied to improvement triangles.
 
Much like how rivers flow between tiles, I think buildings should be built between tiles. Assuming hexes, depending on the building they can go either at the corners (so attached to 3 tiles) or the sides (so attached to 2 tiles).

Ha. You know Ivee thought of this idea before but I never considered it as analogous to the river, which is a good point.

Edit: also this might be a way to fix the one unit per tile problems we're having with hope you need to tetris your armies through the country... and it mirrors real life warfare which is centred around controlling roads, which is a bonus.

I was trying to think of a way to separate infrastructure from improvements
 
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So the one issue that had been bothering me was how to deal with city centers and urban sprawl. Like, to found a city, are you founding with say a town center building built in between tiles or are you still founding on a single tile itself ? How does city capture work ?

I kind of lean towards still founding the city center or 'core' on a specific tile. I hadn't thought about whether armies should also go between tiles or not, I think for simplicity when it comes to conquest the city center space needs to be able to be occupied by a single unit. So if armies go between tiles then the initial town center building goes between tiles, if armies still move on tiles then the town center occupies an entire tile.

I then also like the idea of tiles becoming "Urban/Neighbourhoods/Suburbs" as a tile gets more buildings around it, so that eventually it basically acts as a super neighbourhood from civ 6. Like extra housing/yields to adjacent buildings/unlock specialists etc. That then becomes how you simulate Urban sprawl and the gradual replacement of farmland with suburbs.

I'm definitely a fan of this idea- it feels like a proper evolution of how districts work. There's more customization, more flexibility, and you don't lose your good tiles in order get buildings. Compared to your examples, I do think it would be nice to see bonuses that were more general rather than being specifically tied to improvement triangles.

Oh yeah, I went for examples that I felt emphasized ways buildings would then interact with the map. Of course the bonuses can be more general.
 
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