Naokaukodem
Millenary King
- Joined
- Aug 8, 2003
- Messages
- 4,280
It doesn't make sense that in Civ6, compared to Civ5, you have to build a commercial hub or harbor + a market or lighthouse AND then a trader to get any trade route going.
It doesn't make sense that in Civ6 you have builder charges but you still have to lose time to move those builders around.
To some extent, it doesn't make sense that for getting to build a library, you have to build a campus before, compared to the other games of the franchise. This slows down the game, make barriers for some players (like me) and no one get benefit from it.
It doesn't make sense that you spend so much time on building settlers and have to move them manually afterwards. It's boring.
So instead here what I propose :
- District construction is instantaneous. They do not have any adjacency bonus. Buildings have to be built, are more relevant and maybe even they contribute even more to the generation of great people when specialists assigned to them.
- Either go back to slow but permanent workers, either go for a more direct improvements system.
- Traders doesn't need any building to be built, only the commercial hub placed. (then keep the pop limit for districts)
- Cities can be built directly from the queue of another nearby city. The max distance from this city is (workable range) times 2 +1, in Civ6 and Civ5 it would be 3x2+1=7 tiles. The minimum distance is 1 (tiny villages on the tile, not touching each other) or 2. Later cities can join up and form suburbs/"great" cities/Megalopolises. Territory is claimed only when the city is completed, so you cannot start unfinished cities to claim territory. Cities can be built near foreign civs ones as long as they are not in their current territory. Cities are like wonders, if the AI build a city near or in the exact same spot than you during its turn 1 turn before you, the production is lost and you get some consolation prize in the form of gold or production. You can still build "Settlers" and send them as far as you want, but as you can imagine it's more expensive and takes more time, and is more dangerous or even more costly (needs escorts). Barbs scouts are alerted when they see a settler.
- Ports count as districts. They can be placed anywhere instantaneously on your territory at the cost of another district. Navies would be less boring to make. You may have to buy tiles to do so though.
- Gold should be used more often to underline its value. = everything is cheaper and you get more gold from trade routes. Production should be mostly used for infrastructure, like roads, forts, claiming territory by building cities (cities can't be bought), wonders, traders (cannot be bought either), units maintenance, etc. not to mention you can still build everything with production, that would just be an oppotunity choice vs. gold because eventhough you would use gold more often, you have a finite amount of it. (GPT) Some might think that gold and production would be too interchangeable and redundant, but that's just because before everything was expensive so production was generally preferable, but in fact it always has been that way. (remember the Shields upkeep cost of units in Civ2) Now we need a good balance between the two, because if you buy too many units with gold for example, you may lack production to build everything that exclusively needs it. Also, it wouldn't feel ok to have virtually infinite amount of gold, i.e. have more income than you can spend it.
I know everything is not perfect in those suggestions (especially the gold part which I nearly scrapped) but maybe you have better or more refined ideas on that topic, whereas you got inspired or had the ideas before.
Thx for reading and sorry for the loud thinking (did this in notepad before posting it)
It doesn't make sense that in Civ6 you have builder charges but you still have to lose time to move those builders around.
To some extent, it doesn't make sense that for getting to build a library, you have to build a campus before, compared to the other games of the franchise. This slows down the game, make barriers for some players (like me) and no one get benefit from it.
It doesn't make sense that you spend so much time on building settlers and have to move them manually afterwards. It's boring.
So instead here what I propose :
- District construction is instantaneous. They do not have any adjacency bonus. Buildings have to be built, are more relevant and maybe even they contribute even more to the generation of great people when specialists assigned to them.
- Either go back to slow but permanent workers, either go for a more direct improvements system.
- Traders doesn't need any building to be built, only the commercial hub placed. (then keep the pop limit for districts)
- Cities can be built directly from the queue of another nearby city. The max distance from this city is (workable range) times 2 +1, in Civ6 and Civ5 it would be 3x2+1=7 tiles. The minimum distance is 1 (tiny villages on the tile, not touching each other) or 2. Later cities can join up and form suburbs/"great" cities/Megalopolises. Territory is claimed only when the city is completed, so you cannot start unfinished cities to claim territory. Cities can be built near foreign civs ones as long as they are not in their current territory. Cities are like wonders, if the AI build a city near or in the exact same spot than you during its turn 1 turn before you, the production is lost and you get some consolation prize in the form of gold or production. You can still build "Settlers" and send them as far as you want, but as you can imagine it's more expensive and takes more time, and is more dangerous or even more costly (needs escorts). Barbs scouts are alerted when they see a settler.
- Ports count as districts. They can be placed anywhere instantaneously on your territory at the cost of another district. Navies would be less boring to make. You may have to buy tiles to do so though.
- Gold should be used more often to underline its value. = everything is cheaper and you get more gold from trade routes. Production should be mostly used for infrastructure, like roads, forts, claiming territory by building cities (cities can't be bought), wonders, traders (cannot be bought either), units maintenance, etc. not to mention you can still build everything with production, that would just be an oppotunity choice vs. gold because eventhough you would use gold more often, you have a finite amount of it. (GPT) Some might think that gold and production would be too interchangeable and redundant, but that's just because before everything was expensive so production was generally preferable, but in fact it always has been that way. (remember the Shields upkeep cost of units in Civ2) Now we need a good balance between the two, because if you buy too many units with gold for example, you may lack production to build everything that exclusively needs it. Also, it wouldn't feel ok to have virtually infinite amount of gold, i.e. have more income than you can spend it.
I know everything is not perfect in those suggestions (especially the gold part which I nearly scrapped) but maybe you have better or more refined ideas on that topic, whereas you got inspired or had the ideas before.
Thx for reading and sorry for the loud thinking (did this in notepad before posting it)