Civilization 7: Types of Cities, Scenario Mode, and Industrial Victory

King Phaedron

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Civilization is a game of Systems, Strategies, and Efficiencies. Over the course of a few years, players unravel the most efficient strategies to do things, and the game starts to become stale.

Most of the suggestions people make for Civilization 7 are too deeply rooted in existing game mechanics. Without fail, every new installment of Civilization changes some of the game mechanics so that the experience is new and fresh, yet also retains familiar elements.

Types of Cities - The Next Evolution

The Capital may build all standard districts and buildings for those districts, but when a settler settles a city (after the capital has been founded) it will be given the choice to select the type of city. The type of city will have conditions of it's own, usually based on the terrain or whether it's adjacent to a world wonder. These cities are limited in what they can build, but also have special buildings or features only they can utilize. With limitations to what cities can build will also have to come more things that can be built in general.

Trade City: Anywhere. Longer Travel Range and extra gold from Caravans. Cannot build Science, Culture, or Religious districts.

Stronghold: A stronghold is a fortified city usually founded on the front lines, and rooted in military traditions and culture. They cannot build Commercial, Religious, or Cultural districts. Bonus to defense, encampments, and military activity. Riots and Rebellions do not happen in these Military cities, and Corruption is minimal.

Holy City: A city with special religious significance. Bonus to faith accumulation, Religious districts, etc. Cannot built Science, Commercial, or Industrial districts.

Legacy: A legacy city is, presumably, one that is very old and has passed between many civilizations. It's focus is diplomatic. Produces Diplomatic Districts, Spies, and bonus to Spies. (Civ 7 should have more spies and types of spy operations) Legacy cities may build any type of district, but you cannot build additional legacy cities (unless it was captured) you could end up with more if you recapture it. The Diplomatic quarters can still only exist in one city.

Heritage: A city with heavy cultural importance. Does not build Military, Industrial, or Science districts. Bonus to Culture and/or Tourism.

Mining Town: Must be founded on Hills. Has a special building that provides extra food in the city center. Intended for regions with lots of hills. This city is capable of exporting production to other cities via caravans. Cannot build Military, Science, or Cultural Districts.

Farm City: Must be founded on Flatland. City gains an extra point of production for every 2 or 3 farms. Capable of Exporting Food to other cities. Cannot build Military, Science, or Industrial districts.

Outpost: Must be founded on Snow, Tundra, Desert, or Adjacent to a world wonder. Bonus Science the further away from your Capital you build it and penalty if it is close. This City Focuses on Science, and cannot build Cultural, Military, or Religious Districts. Can only build basic city walls. Outposts are very useful for getting ahead in science, and are thus ideal first targets for war. It's a good idea to found a stronghold nearby so you can have an encampment.

Industrial City: While I am not sure what to call this tenth type of City, It is a late game city focused on Industrial Activity, with greater ability to progress in Industrial Victory (This is where you can become the dominant global producer and exporter of most goods. Everything these days is Made in China. This is an example of Industrial Victory. This requires you to maintain good relations with other civilizations and score points against their importing needs. In addition to raw production, the more factories in your empire, the more types of things you are producing and exporting to other civilizations. Enemy Civilizations you are constantly at war with will need to be wiped out completely to win, so it is a good idea to maintain relations.) Cannot build Encampment, Culture, or Religious districts.

Each city has one or more unique city center buildings, and each city has it's own potential set of problems. Industrial Cities generate riots and unhappiness if you don't make buildings that assist with pollution. My goal is to have a specific type of problem that people will tend to have living in each new type of city. I would like to bring back city specific riots that cancel out production turns (As in Civ 1 and 2) just without the annoying alert messages that go along with it. I want it to feel like managing each type of city is a different experience, and for the society and types of people that live in those cities to become more relevant and interesting.

Scenario Mode / Story Mode

Lets say the standard Scenario mode has about 50 levels, and you play them in order and save your progress. These are randomly generated smaller maps that only take place during a specific era (you will start in Ancient, and progress to Future.) In each scenario you will have specific tasks and clear conditions that need to be done in a certain number of turns in order to win. Some of these clear conditions include:

Building a certain wonder, or number of wonders.
Wiping out the Competition.
Generating a certain level of Cutlural or Scientific progress.
Working and Gathering a certain number of Resources,
Earning a certain level of Gold, Etc

These maps will tend to have a small number of Civilizations, and they are small games. I would like to make a system similar to Mario Maker 2, where everyone is making their own levels and trading them around, but the levels must be winnable. So I'm not sure how well this can be implemented.

Other Features For Civilization 7

Retreat and Reinforce (See my thread with the same name) One unit per turn may be called home, one unit per turn, Per general may be teleported to adjacent spot of General. This makes generals more important, interesting, and helps facilitate warfare in big maps without having to use Epic or Marathon speeds. Admirals may also be affected.

Spy Operations: Lets bring back the ability to stage a coup and buy cities. It cannot work on a capital, and the spy could be caught, but this is very useful to use on Outposts at the north or south pole that generate heavy science being far away from the capital. By stealing them you cut off the heavy science to your opponent and take it for yourself.

Unit Stacking: My idea is for generals, or other civilian unit, to enable some level of unit stacking, or to build something like a fort outside your land, which would allow for some degree of stacking. You might want to build such a fort if you are Xerxes in the movie 300 and wish to conquer Greece. I don't have a lot of passion for this idea, but I thought I'd mention it anyway.

Industrial Victory: Each Factory produces a unique industrial resource. The Victory involves cornering the market on these, and becoming a heavy exporter for all remaining civilizations. Everything these days is Made in China. This is an example of Industrial Victory.

Toys and Jeans are examples of Industrial Luxuries, which are created rather then found on the map. We can expand on this feature big time, by making them a regular part of the game via factories. These will help improve the happiness and decadence of cities. Too much decadence though, creates complacency and laziness. A production penalty for having too much happiness? Sure, why not.

While these Ideas are basic, game designers will be able to flesh them out and perfect them. Types of Cities, Industrial Victory, and some kind of level making scenario maker, as well as the retreat / reinforce, and other AI War improvements, are a much needed evolution.
 
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Industrial Victory: Each Factory produces a unique industrial resource. The Victory involves cornering the market on these, and becoming a heavy exporter for all remaining civilizations. Everything these days is Made in China. This is an example of Industrial Victory.

Toys and Jeans are examples of Industrial Luxuries, which are created rather then found on the map. We can expand on this feature big time, by making them a regular part of the game via factories. These will help improve the happiness and decadence of cities. Too much decadence though, creates complacency and laziness. A production penalty for having too much happiness? Sure, why not.

While these Ideas are basic, game designers will be able to flesh them out and perfect them. Types of Cities, Industrial Victory, and some kind of level making scenario maker, as well as the retreat / reinforce, and other AI War improvements, are a much needed evolution.
I do like this idea and I had something similar, but calling it Economic Victory instead.
I'd make it based around corporations though, with having industrial luxuries being produced as one type of corporation however.
 
Considering that over the course of several hundreds or thousands of years, the purpose of a city absolutely does change, the idea of permanently locking cities into a specialization that they cannot change at foundation and that lock them out of certain buildings seems singularly inappropriate to me. (Also, govern the sheer size of civ cities, most of them cover entire regions including multiple cities).

Plus, the fact that districts are capped by city size and optimal play encourage smaller cities *already* encourages city specialization, since you have to chose which district you want to build. The only way to build generalist cities (with all specializations) is essentially to go for suboptimal high-population cities. Can't quite see the point of putting hard limits on a suboptimal playstyle.

It would do nothing to solve system-solving (people would just figure out the optimal order to build cities in, and the optimal order to manage each city).
 
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