AW Arcaeca
Deus Vult
I'm watching some gameplay footage by reviewers, and once the urban sprawl gets into full swing and cities start spreadout two or three tiles away, it just gets kind of... exhausting to continue to look at. It's hard to tell what any tile is, it's hard to tell where one tile ends and another begins, and honestly it kind of breaks the immersion for me that such a large population can be sustained off of seemingly little to no farms.
I vastly prefer the farm sprawl I produce in Civ5 and CivBE - since 90% of the model is at terrain-level it adds minimal clutter to the skyline and makes it more easy by contrast to pick out the fewer things that do rise above the skyline. Or even just keeping forests around that I never chopped down.
I have never really liked the concept of wonders having to take up a whole tile, as we see in Civ6 and Civ7, and I think that definitely adds to the visual noise. It was tolerable in CivBE when it only applied to endgame wonders that were not only few in number, but kind of had to be as large as they were because of the enormity of the undertaking they represented - not just literal game enders, not just the expense all of the energy your civilization produces in the case of the Beacon, but literally the end of humanity as we know it in the case of the Mind Flower. I see no analogous compelling reason why, say, the Eiffel Tower or the Hagia Sofia, which manifestly fit entirely inside a city (source: Paris, Constantinople), would need not only be placed outside the city, but take up as much space as a farm.
So I'm eager to see if it will be technically possible to make a mod to replace all the wonder tile improvements with wonder buildings instead - less in line with Civ6 and a return to Civ4/Civ5 roots. Urban tiles and districts, though, also significantly add to the visual clutter of the map, and I don't know that those are going to be able to be eliminated. I can't quite articulate why they look cluttered, and so I don't know what I should expect to edit about them. Is it the scale of the buildings? Is it the number of buildings? Is the color contrast of the textures?
I think a quick and easy improvements, though not a complete solution, will be to simply significantly increase the number of buildings per urban tile (which I imagine will be an editable global setting, surely it won't be hardcoded), perhaps as many as 4 or 5, so as to cut down on the number of urban tiles that need to be built in the first place.
I vastly prefer the farm sprawl I produce in Civ5 and CivBE - since 90% of the model is at terrain-level it adds minimal clutter to the skyline and makes it more easy by contrast to pick out the fewer things that do rise above the skyline. Or even just keeping forests around that I never chopped down.
I have never really liked the concept of wonders having to take up a whole tile, as we see in Civ6 and Civ7, and I think that definitely adds to the visual noise. It was tolerable in CivBE when it only applied to endgame wonders that were not only few in number, but kind of had to be as large as they were because of the enormity of the undertaking they represented - not just literal game enders, not just the expense all of the energy your civilization produces in the case of the Beacon, but literally the end of humanity as we know it in the case of the Mind Flower. I see no analogous compelling reason why, say, the Eiffel Tower or the Hagia Sofia, which manifestly fit entirely inside a city (source: Paris, Constantinople), would need not only be placed outside the city, but take up as much space as a farm.
So I'm eager to see if it will be technically possible to make a mod to replace all the wonder tile improvements with wonder buildings instead - less in line with Civ6 and a return to Civ4/Civ5 roots. Urban tiles and districts, though, also significantly add to the visual clutter of the map, and I don't know that those are going to be able to be eliminated. I can't quite articulate why they look cluttered, and so I don't know what I should expect to edit about them. Is it the scale of the buildings? Is it the number of buildings? Is the color contrast of the textures?
I think a quick and easy improvements, though not a complete solution, will be to simply significantly increase the number of buildings per urban tile (which I imagine will be an editable global setting, surely it won't be hardcoded), perhaps as many as 4 or 5, so as to cut down on the number of urban tiles that need to be built in the first place.