Do you think the Colonization model would've fit into Civ6?

Bibor

Doomsday Machine
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So far it has been called a tuna sandwitch, a side-step, a bowling simulator and a reboot: Civilization 6 is no doubt the finest swiss cheese simulator yet.

With all the changes to game mechanics, I wonder what's your opinion on some Colonization mechanics and if these would fit into the Civilization 6 engine, perhaps as an idea for future expansions.

For those of you who didn't play it, Sid Meier's Colonization took a different approach to city, resource and population management. It shared some similarities with Civ, however, hwere are a few big differences (not a full list):

1. Resources (types of goods) were an integral part of the economy: lumber, sugar, iron, fish, corn etc. were raw goods that had a market price, and a various tile types (coast, forest, plains, hills etc.) supported production of certain goods.

2. As all resources had a market price that went lower and lower, depending on global production, ideally you wanted your nation to be diverse and produce as many types of goods as possible. This led to having specialized cities where some cities were harvesting cities (say lumber or cotton "farms"), some where production cities (say "textile" cities) and some cities with lots of food and in strategic locations were trade hubs, where most of the population "produced" other types of commodities (in Civ terms stuff like culture, faith, science etc).

3. Unlike Civ, citizens (population) had to be assigned to buildings as well, so in a Civ 5 example, a citizen would had to be assigned to a temple for the temple to produce faith.

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I wonder if mechanics like these would be a good fit for Civ6. I think it would be fun. It would certainly make diplomacy and global economy more interesting.

By having tile types supporting certain raw goods and these raw goods be based on continents (say Wheat/Corn/Rice for different continents) it would force civs to either expand to other continents or trade with other civs. Wide empires could focus on raw goods, while tall empires could focus on manufacturing goods. Culture, faith, science etc. would still be there, obviously.

It would also perhaps enable a fifth type of victory (already seen in previous games): economic victory, where perhaps your civ would need to control a certain % of the global market in all goods produced.
 
I feel that model would be best explored, expanded and developed on a game by itself. In another words... A Colonization game!
 
Moderator Action: Moved to Ideas & Suggestions
 
I think that is far to much detail and "fiddliness" for a game that involves 6000 years of global human history instead of 300 years of European colonial history.

They have Some of this in
-strategic resources
-luxury resources
-district population requirements
-district specialists

And I think that is probably enough
 
I thoroughly enjoyed Colonization and the Civ4 reboot, but they are different games. The only mechanic that you suggested that might work is the "working buildings" thing, but that has always sorta existed by buildings giving specialist slots.

The one mechanic that I always thought they should've brought to Civ was the Founding Fathers mechanic, which they are doing in Civ6! So I'm thrilled.
 
Having played Civ IV:Colonization recently, i got to say to anyone still playing it: Try the TAC mod!
 
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