Civ VII map graphics

One solution would be to have cities occuying a single hex, but when you click on this a mini-map appears. Districts and other improvements are built on the mini-map. I did rather wonder if Firaxis would think of this.
I think this would be ideal for city sprawl management but it would be difficult to implement the adjacency city-planning game. Another option is to massively increase the slots per tile for buildings (let's say 4) and then require the player to fill 2 or 3 of those spaces before they can expand again.
 
I don't really miss the colour-coding, I think it looked goofy in Civ 6. I actually like the way the cities look now, and the building art is differentiated enough if you learn what to look for. For the rest there is tooltips.

Urban sprawl is an issue, and isn't helped by the fact that even rural imrpovements look quite built-up. But I think the game map looks a ton better than Civ 6.
No question the game map looks better than Civ VI. The problem that was brought up was the utility of the map in clearly showing what was on the individual tiles in and around the city.

I'm merely throwing out ideas to address that, frankly mostly based on previous discussions during the Civ VI period and Civ VI's 'color coded' urban districts.

One solution would be to have cities occuying a single hex, but when you click on this a mini-map appears. Districts and other improvements are built on the mini-map. I did rather wonder if Firaxis would think of this.
The problem with all 'drop down' map options, whether it's to reveal a tactical battlefield array or the details of a city, is that they also drop you out of the regular game and into a 'mini-game' that distracts you from the basic game itself.

Not saying it cannot be made to work, but so far the tactical battle arrays in various games (Humankind, Millenia) have all been less than ideal, and some of them massively time-consuming and distracting.

I think this would be ideal for city sprawl management but it would be difficult to implement the adjacency city-planning game. Another option is to massively increase the slots per tile for buildings (let's say 4) and then require the player to fill 2 or 3 of those spaces before they can expand again.
As stated above, a lot of this discussion is a continuation of discussions we had back before Civ VII came out, on how to improve the multi-tiled cities in Civ VI.

I proposed back then an urban tile with 5 slots for structures, so that if 3 (more than half) of the slots were filled with one type of building it became a Themed District - Cultural, Religious, Trade/Economic, Military, Industrial/Production, etc. with appropriate bonuses.

Given the much greater detail they've put into the structures in Civ VII, I don't think we can get away with more than 3 structures in a tile without losing most of the detail and reducing the structures to a mass of architectural elements hard to see and hard to distinguish. On the other hand, that would still allow a 'themed' District/Quarter with 2 of the 3 being buildings that are of the same type.

Even that comparatively minor change would also make restricting the Antiquity settlements to urbanizing only the tiles adjacent to the center tile much more attractive to gamers: you still have more than enough building slots to contain everything you might want to build in Antiquity, especially if you can move plant/animal Resources out one or more tiles to open up all the tiles adjacent to the center for building.
 
I proposed back then an urban tile with 5 slots for structures, so that if 3 (more than half) of the slots were filled with one type of building it became a Themed District - Cultural, Religious, Trade/Economic, Military, Industrial/Production, etc. with appropriate bonuses.

Given the much greater detail they've put into the structures in Civ VII, I don't think we can get away with more than 3 structures in a tile without losing most of the detail and reducing the structures to a mass of architectural elements hard to see and hard to distinguish. On the other hand, that would still allow a 'themed' District/Quarter with 2 of the 3 being buildings that are of the same type.

Even that comparatively minor change would also make restricting the Antiquity settlements to urbanizing only the tiles adjacent to the center tile much more attractive to gamers: you still have more than enough building slots to contain everything you might want to build in Antiquity, especially if you can move plant/animal Resources out one or more tiles to open up all the tiles adjacent to the center for building.
Love this.
 
One solution would be to have cities occuying a single hex, but when you click on this a mini-map appears. Districts and other improvements are built on the mini-map. I did rather wonder if Firaxis would think of this.

I've thought about this too. It would definitely solve urban sprawl while still keeping the city-building mini-game. I think the main reason Firaxis did not do this is because they believe the entire civ game should stay on the main map. They don't believe in having the player jump to a different map to play a piece of the civ game. They believe it would take the player out of the game experience. It is the same reason why they don't use a separate tactical map to do battles.
 
I've thought about this too. It would definitely solve urban sprawl while still keeping the city-building mini-game. I think the main reason Firaxis did not do this is because they believe the entire civ game should stay on the main map. They don't believe in having the player jump to a different map to play a piece of the civ game. They believe it would take the player out of the game experience. It is the same reason why they don't use a separate tactical map to do battles.
- And, to be honest, their experience with the Throne Room/Palace in earlier Civs and other games' 'tactical battle maps' give them good cause to take that stance.

Once upon a time I was a firm believer that the tactical battle map was the way to go to get the 'combat' experience in a Civ-style Grand Strategic game. I still like it in theory, but in practice (Humankind, Millenia, CtP among others) it has never lived up to expectations - and it is a massive distraction from the primary focus of a 4X game: planning, building and maintaining a sprawling 'Empire' with the other 3 Xs.

Always looking for alternatives, though, because no matter how you slice it, 1UPT is simply grossly out of scale in time and map at Civ-style time periods (even a small battle in Antiquity can take over a century of 'game time'!).

I am particularly looking forward to how EU5 handles combat/battles: the older EU games very rightly put battles into a sort of 'black box' - you fed in your army with no more input than adding leaders and all the combat factors you could mass, and all the enemy factors, terrain, disposition, bonuses, maneuvers, et al were figured and the results presented to you. I think with more gamer input (pre-battle dispositions, a table of 'battle plans'?) so that the entire experience doesn't become another mini-Crisis where Strange Things happen out of sight, and some more gamer control over the result ( Pursue them to the death!, Fall back on the Triarii!) some kind of one-turn battle resolution could be made to work and still give (most) gamers enough of a feeling that they were in control (however wrong they turn out to be: the German Troop Leadership manual of 1933 very rightly stated that "Battle is the province of Uncertainty").
 
I didn't mean to imply a solid mass of color: I agree that would look ghastly. But elements of the building could be picked out in the requisite color, like roof trim or pediments or capitals on columns.

The real problem I can see once I thought about it is the problem of gamers with color perception issues. Color-coding for them would be just another source of frustration.
If anyone has played the Castles of Burgundy, I think this sort of light coloration would be helpful; the negative space around the building would be green for one, reddish baseball field color for another, water (blue) for a third, etc.
 
- And, to be honest, their experience with the Throne Room/Palace in earlier Civs and other games' 'tactical battle maps' give them good cause to take that stance.

Yeah, I am a firm believer that everything should be on the main map. So there should be no separate maps for cities or battles.

Once upon a time I was a firm believer that the tactical battle map was the way to go to get the 'combat' experience in a Civ-style Grand Strategic game. I still like it in theory, but in practice (Humankind, Millenia, CtP among others) it has never lived up to expectations - and it is a massive distraction from the primary focus of a 4X game: planning, building and maintaining a sprawling 'Empire' with the other 3 Xs.

It is interesting how a tactical battle map sounds good in theory but nobody has done it correctly. And I agree, it becomes a big distraction. And yes, civ needs to stay focused on empire building and strategy. Civ should not be a tactical game. That is one criticism I have about 1upt and unpacking cities. I feel like the devs are making civ more tactical, and it is losing the empire strategy part.

Always looking for alternatives, though, because no matter how you slice it, 1UPT is simply grossly out of scale in time and map at Civ-style time periods (even a small battle in Antiquity can take over a century of 'game time'!).

Agree.

I am particularly looking forward to how EU5 handles combat/battles: the older EU games very rightly put battles into a sort of 'black box' - you fed in your army with no more input than adding leaders and all the combat factors you could mass, and all the enemy factors, terrain, disposition, bonuses, maneuvers, et al were figured and the results presented to you. I think with more gamer input (pre-battle dispositions, a table of 'battle plans'?) so that the entire experience doesn't become another mini-Crisis where Strange Things happen out of sight, and some more gamer control over the result ( Pursue them to the death!, Fall back on the Triarii!) some kind of one-turn battle resolution could be made to work and still give (most) gamers enough of a feeling that they were in control (however wrong they turn out to be: the German Troop Leadership manual of 1933 very rightly stated that "Battle is the province of Uncertainty").

I think we are completely on the same page. As I mentioned above, civ should be an empire strategy game. I think battles should be more abstract. So I would be fine with battles being 1 turn affairs between stacks. But I agree battles should not be black boxes. So yes, giving players pre-battle info to help them know the chances of winning is important. And also, giving players some control, like picking a battle plan, would be important.

My vision would be this: The player chooses what units to build and forms them into stacks of "armies". There should be limits on how big an army can be based on population support, tech level, civics, government etc... to avoid "stacks of doom" issues. The player can choose what promotion to give units when they level up. The player can also assign a general to each army. Generals could have special bonuses. Generals could get promotions to make them better. Civs could unlock "great generals" that would act like super generals but would expire after a certain number of turns. Players decide the overall war strategy by moving armies to certain tiles, to attack certain cities, prevent the enemy army from controling a certain area etc... When two armies clash, you get a pre-battle summary that tells you the composition of each army, terrain modifiers, morale, overall army strength, generals, etc... with odds of winning. You pick a battle stance (retreat, hold your ground, advance cautiously, encircle, outflank, frontal assault, all out attack). The game would tell you clearly what effect each stance might have on battle odds. Then the game resolves the battle and gives you a post-battle summary with casualties, how each unit did, what your strongest unit was, your weakest unit etc... This would give the player useful info to shape the war plan going forward.

I think that could work in a civ game. It gives the player lots of strategic control over wars while not bogging down with tactical battles. And hopefully, if you give the player enough info and explanation, then the battle results will make sense and won't feel like a black box. I think it is also important that battles not feel frustrating. So I think the battle rules that affect winning odds should be clear to the player. You want to avoid situations where the player has a 50% of winning and they lose their entire stack in a single turn. That would seem very unfair to the player.
 
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I think we are completely on the same page. As I mentioned above, civ should be an empire strategy game. I think battles should be more abstract. So I would be fine with battles being 1 turn affairs between stacks. But I agree battles should not be black boxes. So yes, giving players pre-battle info to help them know the chances of winning is important. And also, giving players some control, like picking a battle plan, would be important.

To show how much we are on the same page, here is the link to a thread I posted almost 5 years ago about ideas for a similar combat system the Dupuy's HERO Institute's 'Postures' system for gamer input.

There are some modifications I would make to the original concept, but the basis remains valid as the basis for a more 'focused' combat system to reduce the micro-management - which is present in any 1UPT system, but nobody notices it because they assume they have to move all them units separately to get them to succeed in combat. That effectively changes the player from the Great Orm of the X Civ to a regimental or brigade commander, a pretty abrupt demotion . . .
 
One solution would be to have cities occuying a single hex, but when you click on this a mini-map appears. Districts and other improvements are built on the mini-map. I did rather wonder if Firaxis would think of this.
Based on the Humankind discourse, I'd assume this would lead to a whole load of "they're copying the Endless games" takes.

In all seriousness, I have no idea what Firaxis have considered. Maybe they considered it with VI. Maybe they considered it again with VII. Maybe they'll reconsider for VII. But clicking into a city to get an improvement minigame might turn some people off (irrespective of what else any future game gets right).
 
When I think back to the various launch videos -- even including the "First Look" videos for the new civs in "Right to Rule" -- Firaxis is making a conscious decision to emphasize the art involved in each civ's buildings. The color-coding and function are secondary to making each civ distinctive. They are, I believe, inviting and encouraging us to mouse over each hex, to zoom in to see and appreciate what is there. How a unique quarter from your Antiquity civ looks different from your current Exploration buildings, or your Modern buildings. I'm overlooking the cases where a "barracks" for Asian civ A is very similar to that for Asian civ B. They're trying to make the Romans distinct from the Mississippians from the Maurya, while including important color and styling cues from the culture.

To me, it feels like a conscious tradeoff between efficiency -- to tell at a glance the difference between an Academy, Library, or University -- and beauty. Yes, I do mouse over my urban districts... a LOT ... to remind myself what I put where. Which building is ready to be overbuilt? Because I find them hard to distinguish. Yes, I do occasionally zoom in to look at a unique building after I finish one for the first time.
 
Based on the Humankind discourse, I'd assume this would lead to a whole load of "they're copying the Endless games" takes.

In all seriousness, I have no idea what Firaxis have considered. Maybe they considered it with VI. Maybe they considered it again with VII. Maybe they'll reconsider for VII. But clicking into a city to get an improvement minigame might turn some people off (irrespective of what else any future game gets right).
I think the approach with minimap has the same problem as with minimap battles - it splits the game into subgames, which is unfun if the outer game is complex enough (i.e. Total War vs. HoMM) and also makes settlements not readable from the main map. I think this readability is the greatest achievement of Civ6.

P.S. Civ7 partially improved settlement readability be forcing urban districts to be continuous, so they are harder to miss, but lost color coding harms this greatly.
 
but the difficulty of telling apart Urban and Rural tiles
Yes, Rural graphics are just, too big for what they are. Mines for example get this enourmous boulder out of thin air larger than most building, they could be toned down a bit.

Keeping urban tiles 'tighter' both makes them more distinct from rural tiles and also brings in-game 'urban planning' more in line with Reality:
I find it odd that there's no visual way to tell if a quarter is being worked tall, as in, if I pack it full of specialist a quarter shoud LOOK taller. Imagine playing Rome, and you specialist quarter just looks taller because it has a bunch of insulae. (or heck at laest some people wandering about)

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I'm also all for limiting quarter building in cities, mega cities shouldn't be a thing until modern, I would like it if the last ring could only have wonders and rural tiles, it would also force you to make choices when it comes to city specialization, instead of just building every building in the same pattern every time.

And while we are limiting quarter spam... get rid of wharehouse building being ageless, I can overbuild temples and amphiteaters, but not the damm brickhouse??
 
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