Fine balance between Civ 5's Tall and Civ 6's wide

Bliss

Warlord
Joined
Dec 28, 2012
Messages
231
Back in CiV we had lots of % yield bonuses. In Civ 6 we have lots of raw yield.
Well, maybe we could mix things in 7. I was thinking of the following.

Suggestion #1
First. Today, size equals economy and prosperity. However, this isn't accurate and shouldn't be this way. It is too gamey. Size could indeed mean good economy, however not prosperity (happiness), nor science, nor culture (maybe culture yes).
CIV BE had a cool approach to new settlements (IIRC), they first started as an outpost and took time to then become a city. This could be used in CIV. Let's say you settle a city in TUNDRA just for resources. Well, let it be an outpost. No one wants to live there, there is no food, nor production, nor gold. Just let the boys extract the damn iron. They don't need a science district nor aynthing else.Not even a monument. Leave it being an outpost, have a smaller border (2 tiles away) and only let it become a city if it gets to size 3. More fun! Less grievances for taking outposts due to no population, more proxy wars (I know that's what developers want!), proxy, respectful, wars.
Also, let outposts have trade routes without districts. Unbound trade routs from the Commercial Hub, let them be fixed:1 for every city/tradeposts, however, when started by a outpost, they can only be external and produce half the gold, no internal trade routes from outposts (so they have more chance to stay this way).

Make the only advantage of wide vs tall be Economical, not technological! Alternatively, or accumulatively, make the following changes to science buildings (and maybe cultural ones too):

Suggestion #2
Lets take for example science buildings. How they could be better balanced to fix wide vs tall:

Library: keeps a flat bonus. Lets say +15 science plus +1 for every population; (tall and wide are somewhat "even"). The start of the game must be balanced.
University - we give bonus to tall empires: + 5 raw science per population plus +50% science (tall has advantage over wide) - thats when Tall is supposed to be better, by the mid game.
Research Lab - we invert and give bonuses to wide empires: +100 raw science for every lab and no % bonus.

This way, we have a balanced start, a "virtual" advantage of tall empires by the midgame (representing the power of the good early universities) and then a final flat bonuses that ramps up insanely the science for wide empires, to better represent the exponencial advance of science in the later eras.

*Edited the suggestion for universities' bonuses.
 
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