That's the nearest city, not the capital. Usually without fresh water by 1 tile. And a mountain range or a bunch of rainforest hills to overcome. I have to wait 10+ turns for them just to reach it, let alone capture it, and then reach the capital.
But that is very nearby. And I wasn't even thinking of the fact that Civilization VI has a base movement of two tiles, as opposed to one (as in Civilization IV, effectively doubling the distance). Here, a random Google search on Civilization IV standard-sized maps (those coloured squares are the cultural borders of the capital; a square of nine tiles). Well, they aren't all standard maps, but it at least gives you an impression.
I always reduce the Civ's by 1, 2 on the huge map. It is a bind to know you're going to be at war regardless within say 20 turns of meeting AI otherwise.
I reduced Civs on occasion in 5. In 6 I haven't had the desire yet.
I play standard size maps, usually shuffle. One thing I have found in my games is that at least 1 Civ gets an awful roll each game. I have had and have seen some absolutely awful starts.
Overall I usually find that I have space for at least 4 good cities or 6 cramped cities on each roll.
Some games have been wide open and other games war is the only option for expansion. I'm getting good variety with shuffle maps.
Seems like RNG is correcting. Lately I've been feeling the pinch. On Deity its been 4 cities max (with extra settlers they take up too much space too fast) if no conquest. Even on King I've got nothing but 6 city max spots my last 6 starts.
You can edit the GlobalParameters.xml file to adjust the starting distances between Civs in new games. You're looking at lines 467 and 471 for major and minor civ distances respectively. Look for the term "START_DISTANCE_MAJOR_CIVILIZATION" and adjust to your preferences. A value of 9 still seems a bit cramped to me - although I think the default is 7 (?maybe).
GlobalParameters.xml is found in your steamapps\common\Sid Meier's Civilization VI\Base\Assets\Gameplay\Data\ folder.
1) My experience is that if you start out with more room than the default, the game becomes extremely easy. As in, a yawn-inducing by mid-game. While is is frustrating early on to feel hemmed in on all sides, it's that speed bump that keeps some tension in the game.
2) However, this does exacerbate the RNG factor, because it makes a HUGE difference the extent to which you are ringed by major civs, and the extent to which your neighbors are city states. With quick exploration, many of those city state neighbors become sources of gold, science, production, and culture early on, and, in fact, account for a pretty large portion of what you have to work with early on. This is one of the things that helps replayability, because you get a different mix each time. But if you have all or most major civs next door, instead you get the likelihood of early war, and, even if you don't have to slow down development too much to take the cities, you end up with poorly placed cities.
3) I am pretty sure that this also exacerbates the imbalance among the civs. I have almost never gotten a really bad placement as the Germans or Greeks -- they seem predisposed to have city state neighbors. But Victoria... never. I always get a little corner hemmed in by major civs, with built in advantages that only come into play too late in the game to help out.
Bottom line, I think the default distance between cities is necessary for balance, while also creating its own balance issues.
I tend to play practically all my games on standard size (why does it default to small) and continents. Everything vanilla including numbers. I get the right feel for the game play that way and I am fine with it. Also because any restart is less clicking around.
If there is someone very close I will tool up for a bit of an early tussle to make myself room and do not feel bad about that because the game is designed that way. If there seems to be room I try my luck on fast expansion to take key locations that will ensure a larger empire rather than the best spots. It can take a few restarts to get something not remote or flat or with water. last thing I want to do is discard a good game because the enemy is to close or too far. That I can deal with better than a lack of hills.
In 6, I haven't increased the number of AI yet, and I don't know if there is a way to increase the number of City-States. I always play Epic speed, Standard seems too fast and Marathon is excruciatingly slow.
In 5, I usually added in an extra AI or two, especially on larger maps. I also always added in some extra City-States - I love the addition of those!
I always adjust the default number fo civs. Mainly removal of one. In CIV5 I also would play with limited city states sometimes removing them all together and then ADD a Civ or two. Wish I could do the same with CS in 6.
Right now Standard Pangea-New-Water levels elevated is my favorite map of the few to choose from. I have also enjoyed small tight quarters with no city states.
After a few games where I had too many neighbours to start the game, I began experimenting with reducing the number of Civs. I found my comfort level was removing one AI Civ on Standard size maps.
i have actually played a few games were i remove all AI's down to 1. I dont play the whole game as once i clear the barbarians it gets boring, but I find the barbarians more exciting to play against then the actual CIV AI's
I actually wish i could increase the number of barbs spawning
I increase civs if anything. Latest game is 20 civs on the Greatest Earth Map... I only excluded Poland because I find the Portuguese language reload glitch annoying. Word of warning for lesser machines though... if you don't decrease barb camps in the setup, turn times can get a little outrageous.
i have actually played a few games were i remove all AI's down to 1. I dont play the whole game as once i clear the barbarians it gets boring, but I find the barbarians more exciting to play against then the actual CIV AI's
I actually wish i could increase the number of barbs spawning
Civ VI still has the "feature" from Civ V that the creation rate of new barb camps is tied to the number of land tiles within fog of war. Consequently, the land heavy regional map types get a lot more barbs than more normal map type.
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