focus on emergent gameplay

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In Civ, you can build a unit or a building, and then only one at a time.

Let's say you scrap that. Every building can be built instantly, along with a preset limit dependent on infrastructure and other things. One can build multiple units at once (again, instantly); and then those units can travel as far as much as a person could reasonably travel in that time (however, only within a certain radius determined by many things).

How would you balance this?
 
In Civ, you can build a unit or a building, and then only one at a time.

Let's say you scrap that. Every building can be built instantly, along with a preset limit dependent on infrastructure and other things. One can build multiple units at once (again, instantly); and then those units can travel as far as much as a person could reasonably travel in that time (however, only within a certain radius determined by many things).

How would you balance this?

There would need to be some sort of cap. For example, you could do what Old World does and have empire level points that you need to spend to build stuff. This would put a cap on how many units or how many buildings you can get per turn. Buildings could require gold to build. Or you could have an empire level production pool that you have to spend to build stuff. Units could cost population so each unit you build would reduce the pop in a city. This would cap how many units you could build per city per turn. Or you could have units cost food. So each unit you build would reduce food production the city. This would also have the effect of limiting how many units could build per turn per city.
 
In Civ, you can build a unit or a building, and then only one at a time.

Let's say you scrap that. Every building can be built instantly, along with a preset limit dependent on infrastructure and other things. One can build multiple units at once (again, instantly); and then those units can travel as far as much as a person could reasonably travel in that time (however, only within a certain radius determined by many things).

How would you balance this?
So you propose to totally scrap production from Civ ?
 
The only way I could think to balance it would be to require resources/features for buildings to be built, just as some units already need strategic resources. For example, a monument would need X amount of stone. A Granary would need x amount of clay and lumber from woods etc.
 
Production
- Keep it as a city's queue that take X turns to complete a project dividing its cost by city's production capacity.
- Scrap the Builder unit and let city's production queue takes over the build, repair, remove and harvest tasks. Include build roads on the city's area.

Food
- Each city have a second queue, one about training units. It works like the production one but its advance to complete units is based in the city's food surplus. So population growth translate into a more evident application.
- Every citizen is an "specialist" since all of them have a class (social caste) that are Laborers, Artisans, Traders, Clerics, Scholars and Warriors.
- Citizens inhabit the slots in districts and also villages (improvement new form), both of those can be upgraded with buildings.
- Of course on-map units like militar ones and Settlers are trained here.
- When we dont want to train an on-map unit the growth is directed by default to any "specialist" slot to be occupied.
- We can also set a priority hierarchy, like growth Scholars, then Traders, then Artisans to be trained as their slots are filled in the city.
 
Not sure if I like it. Production is kind of essential to Civ series. On the other hand, being able to build things instantly would be more realistic, by far. No more hundreds years to build, move a settler, grow a new city, etc.
In the eventuality it is a thing, then the map would become more strategic, but a problem could be german panzer blitz attacks -likes for every DOW. To counter this menace, you would have to build up defenses all around your territory, like walls, forts, etc. and pre-organize ripostes with pre-orders in case of DOW. (That would be a dramatically different game than Civ has been until now.) It would basically become a war/cold war simulation without the "pushing units" philosophy of Civ. Because units should be dematerialized to some degree, for example they would all act as planes do now with a radius from cities/your territory/defensive places.

Another option would be to keep production, but being able to collectivize it between several cities. That way, you may be able to produce x units/buildings in one turn, provided your cities are linked properly. The first move after a DOW would be then to cut off cities connections, or you would face up a continuous flow of units that could quickly become boring to eliminate. Of course roads should still cost maintenance, because otherwise it would be too easy to prevent cities disconnection. A blocade could be made by putting a military unit adjacent to a connecting river or on a connecting road. But a DOW could quickly become a disaster for your civ if you didn't plane well/protect your connections. Again, this would become kind of a cold war every game in every epoch. Could be interresting, especially if you link the protection of your connections by Civ6-walls-buildings-likes if your connections are naturally exposed (in the case of rivers for example) But the balance between impossibility to break connections so undergo an overwhelming flow of units if you're the declarant and ability to protect your own connections if you're declared might be impossible to find.
Unless it has not to be found : let's assume that during a war, your connections are broken automatically or very easily by your enemy : this could go the same for him, and production of units during war would slow down significantly, not by realism entirely, but by an effect of lens that would zoom in the conflict, regarless or years passing each turn like it is now. Note : the difference between connections being automatically cut during war and the relative easiness to cut them off is significant : an exploit could be to DOW your enemy and it would be crippled, but so would you. If it's automatic, then you want to prepare well upstream a war for it to last the littlest number of time possible, because it would cripple even your wonders building ability at this point. If it's not automatic, then you would have to prepare well and protect your connections, with units along them (a lot of units would be less costy than in previous Civs) but again, even without buildings dedicated to your connections, it could be a nightmare to balance and wars of invasion could become impossible.

Third, you could, with this second option, turn the game into a tower defense in times or war/cold war, with a continous fow of units going where they are told, fighting automatically, winning or being defeated, but most probably defeated at some point, until you finally reach a city center. The difference would be in the collectivization of resources through cities connections, that you could still try to disrupt with special objectives/aims other than core cities for your troops. On contrary, instead of totally scrap production from Civ, it would emphasis it, and the player would be more careful for his city placing, or at least I know I would be, because in other Civs I don't always take care about the potential production a new city may have, early or even later.
 
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Just a couple of observations/suggestions.

You can already build at least three units/structures in the same turn in a single city in Civ VI. That's because there are three different 'currencies' for building civilian or military units and structures in the game: Production, Religion, and Gold. With the right policies, I can buy a unit with Gold, build a unit with Production, and buy a structure with Religion, all in the same turn in the same city. And with enough Gold or Religion, multiple units with each in a single turn until I run out of places to put them as they form.

But among these, Religion and Gold accumulate Civ-Wide, while Production is limited to that available in a single city - from 4000 BCE to 2020 CE, despite every other change in the game and the Civ.

So, what if we use multiple Currencies but change all of them to City Local (at first) and Accumulated Totals for Production?

That is, you build a unit with Production in a single turn, IF you have accumulated Production Points (as well as any Strategic Resources) in that city's Stockpile over previous turns (among other things, representing industrial preparation for Mobilization at the start of a war, when you suddenly field whole armies) OR you buy units using accumulated Gold, or get units from accumulated Religious/Cultural points (representing Fervor of the population for volunteering their labor, goods and bodies to the Cause)

That puts a limit of what the city has accumulated to what it can build (and Buildings/Districts can be substituted for Units in all of the above). Another possible limit would be the Infrastructure already present in the city: have a Harbor or Shipyard, you can build X more ships at once. Have a Barracks and other military base structures, and build more military Units, and so forth.

An artificial limit, but arguable, would be to simply increase the base cost for each succeeding unit/building in the same turn, based on the idea that people can only do so much so fast, and then you overwhelm the local organization - bureaucracy and things start going pear-shaped. The cost would change as your government and governmental efficiency increases through the game.

Another part to this would be to change, according to in-game events, the scope of accumulation of Production, Gold, Religion/Culture. At the start, it's all by individual city. Get a good sea or river trade route between cities, and those cities can 'pool' their Production - and with the right government and government bureaucracy and Economic Sophistication, their Gold as well. As Religions get more diverse and expansive, that currency can also be Pooled. After Railroads, everything in every city connected by railroad (or Steam sea trade routes) can be pooled - your accumulation of points is virtually Civ or World wide.

And of course, as your population gets disaffected or rebellious (a product of Loyalty and Happiness and possibly other Factors) the amount accumulated will change, and even go into Negatives as people start 'stockpiling' resources for their own use against the government and its leaders (which include you, the Omnipotent Spirit of the Civ) - cue various Revolutions in history where it started with the Government having access to fewer resources than the Rebels - England in 1645, France in 1789, Russia in 1917 all spring to mind.
 
Just a few more comments, about Unit Movement.

This is the other side of Instant Production. It does no good to instantly build an army of X units, if it's going to take several centuries or decades to move them to the border and actually do anything with them.
On the other hand, having Instant Movement makes it appear redundant to have much of a map, since there will be no variation except land/sea over what you can do with anything.

So, how about introducing the concept of Strategic Movement (a conveniently old one in miniatures rules and board games that try to show both operational and tactical actions).

Basically, whenever unit(s) are moving in friendly territory outside of a radius of action or movement of any enemy unit, they can move faster. How much faster should vary as the game progresses:

With no road of any kind, probably no more than twice as fast as 'normal' (tactical) movement rate.
With roads, or river or sea transport, several times faster.
With railroads or modern hard-surface highways, instant.
In WWII it took German troops up to 6 weeks to march 600 km from the Polish/German border to the vicinity of Moscow. At the same time (October 1941) the Soviets moved several divisions from the Pacific Coast to Moscow - 8 Time Zones - in two weeks. Both movements would be considered 'Strategic Movement', but the 30x difference in kilometers per day traveled represents the 'real' difference in (bad) roads versus railroads.

Of course, if you makes a mistake and contact an enemy unit while in Strategic Movement (a hidden unit or an Air Interdiction) the very least you can expect is to have your Strategic Movement dramatically slowed down - in 1944 in France German units took weeks to cross the country - much less than 600 km distance - because Allied air dominance made railroads virtually impossible to use and roads almost so - the Unit Movement, regardless of how many vehicles they had, was slower than that of a man on foot!
 
Not sure if I like it. Production is kind of essential to Civ series. On the other hand, being able to build things instantly would be more realistic, by far. No more hundreds years to build, move a settler, grow a new city, etc.

Yeah, the time scale of taking 100 years to build a granary or a swordsmen unit is what kind of bothers me and why I have also considered the idea of ditching production for buildings and units.

But I don't think you need to ditch production completely. Here are a couple ideas I've had:

Cities would have 4 different sizes (settlement, town, city, metropolis). Each size would "level up" the city. A settlement would be the basic level with no bonuses and you could not build anything in it. A town could have 2 city center buildings. A city could have 2 city center buildings and up to 3 districts, and +50% gold and +50% culture. A metropolis could have unlimited city center buildings and up to 6 districts and +100% gold, +100% culture. You would use production (and food?) to grow the city to next size (settlement to town, town to city, city to metropolis). So even though, you would use gold to buy units and buildings, production would still be vital to get bigger cities that give you more bonuses.

And I think this idea could also help with tall versus wide since having a ton of settlements that can't grow due to poor location (low industry) would not help you. So ICS would not work. You could go wide but you would need to focus on good production sites. And players could go tall with a few metropolises.

OR

You would use gold to buy units and buildings but the production would offer a discount. So cities with more production, the gold needed to buy a unit or building would be less. So production would still play a role, just more indirect.

One thing I do like about the idea of buying all units and buildings instead of using production is that it would make things feel more like an empire since you would be using an empire pool of resources to buy the units or buildings you need and decide what cities to put them in.

And production could still be used for big things like wonders which naturally take time. So I don't think production should be completely gone.
 
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