How are you finding the distribution of terrain features?

Joined
Nov 17, 2024
Messages
737
By which I mean the mixture of rough, vegetated and flat terrain. Imo they're too mixed together, while it is possible to find areas that are predominantly flat and it's not too tricky to find good farming town areas, it'd be more aesthetically pleasing to have big, open areas on the map or large, dense rainforests - as well as areas of more mixed features inbetween.
 
By which I mean the mixture of rough, vegetated and flat terrain. Imo they're too mixed together, while it is possible to find areas that are predominantly flat and it's not too tricky to find good farming town areas, it'd be more aesthetically pleasing to have big, open areas on the map or large, dense rainforests - as well as areas of more mixed features inbetween.
It would be not so great from gameplay perspective as you have specific requirements for wonders, etc.
 
I used to groan when I spawned in the middle of a stretch of rainforest as not-Brazil in Civ VI thanks to the movement penalty, poor appeal, late lumber mills and awkward mixed food/production chops. That said, I agree that the terrain features can seem a bit sparse/thin in Civ VII. The Petra-style wonders definitely get less room to shine (although perhaps this is not a bad thing). I think I'd prefer the biomes themselves to be made more distinct before they tweaked the distribution of features though.
 
It would be not so great from gameplay perspective as you have specific requirements for wonders, etc.
True, though I'm not imagining such big stretches that it'd become any more difficult to find spots for certain wonders than it currently is.
 
True, though I'm not imagining such big stretches that it'd become any more difficult to find spots for certain wonders than it currently is.
It would still change the game a lot as you could create identical rural districts on those spots, thus gaining maximum efficiency from warehouse buildings and, potentially, limiting strategic choices.
 
It would be not so great from gameplay perspective as you have specific requirements for wonders, etc.
That depends on how far you would have to move... also it could be predominant. not total
a city area could have
23 Flat tiles
5 Water (Nav River/Lake/coast)
3 vegetated
3 wet
1 Rough

Then 8-10 tiles in one direction it could be at the edge of a vast forest
11 Flat tiles
7 Water(Nav River/Lake/coast)
14 vegetated
3 wet
2 Rough

Then In the vast forest (13-15 tiles in that direction)
4 Flat tiles
4 Water(Nav River/Lake/coast)
21 vegetated
4 wet
0 Rough

or a dry Mountain Range area
6 Mountain
8 Flat tiles
0 Water(Nav River/Lake/coast)
4 vegetated
2 wet
17 Rough

etc. for all of them there is a few of most, but one or two predominant.. and the next spot over can get you a new set
 
Well presumably there are also resources and not Pure flat.
They don't change the general approach - you cover with farms everything except resources, which you improve.

The point is - current settlements are more fluid in their specialization and there are some strategic choices around it.
 
They don't change the general approach - you cover with farms everything except resources, which you improve.

The point is - current settlements are more fluid in their specialization and there are some strategic choices around it.
Well if there are 5 Vegetated, 5 rough, 5 Wet and 22 Flat (ignoring Resources) you go for that spot because you want Farms... but you can make it a mining town if you need to (still 10 Prod tiles)
 
Well if there are 5 Vegetated, 5 rough, 5 Wet and 22 Flat (ignoring Resources) you go for that spot because you want Farms... but you can make it a mining town if you need to (still 10 Prod tiles)
Well, it's doesn't remove choice completely, but clearly limit it very much. I imagine in all real world games specialization of such towns will be no-brainer.
 
They don't change the general approach - you cover with farms everything except resources, which you improve.

The point is - current settlements are more fluid in their specialization and there are some strategic choices around it.
Personally my current strategy is to ultra-specialise towns - find an area thats fairly flat, then cover everything in farms, snaking around non-flat tiles, with buildings going on top of the vegetated/rough tiles.

Even if the proportions of features were the same, it'd be nice to have most of the trees in one area/in larger blobs instead of highly scattered throughout my farms, preventing there from being an aesthetically pleasing stretch of farms.
 
Personally my current strategy is to ultra-specialise towns - find an area thats fairly flat, then cover everything in farms, snaking around non-flat tiles, with buildings going on top of the vegetated/rough tiles.

Even if the proportions of features were the same, it'd be nice to have most of the trees in one area/in larger blobs instead of highly scattered throughout my farms, preventing there from being an aesthetically pleasing stretch of farms.
So far I haven't settled on my strategy and I often respecialize towns with ages and evolve some of them to cities. Current maps look like leaving more space for those variations.
 
So far I haven't settled on my strategy and I often respecialize towns with ages and evolve some of them to cities. Current maps look like leaving more space for those variations.
Well ideally there would be
some areas that are highly mixed
others where one type predominates or
there are larger clumps (because 9 Flat, 9 Wet, 9 Vegetated and 10 Rough Feels different if they are in 4 clumps v. scattered randomly
 
Well ideally there would be
some areas that are highly mixed
others where one type predominates or
there are larger clumps (because 9 Flat, 9 Wet, 9 Vegetated and 10 Rough Feels different if they are in 4 clumps v. scattered randomly
Probably something like this should work. Sure, there could be some really bad starts due to low food, but if those map options will be available for imbalanced (single-player focused) maps only, that's ok for me.
 
Probably something like this should work. Sure, there could be some really bad starts due to low food, but if those map options will be available for imbalanced (single-player focused) maps only, that's ok for me.
And low food wouldn't be too bad of a start because you can increase "pop" by building buildings... then produce a settler and get a town in a nearby good food spot to feed your production powerhouse.
 
And low food wouldn't be too bad of a start because you can increase "pop" by building buildings... then produce a settler and get a town in a nearby good food spot to feed your production powerhouse.
I'm speaking about start, where you need population of 5 to produce your first settler and the only building available is Granary. Not having food tiles nearby could delay expansion.
 
I'm speaking about start, where you need population of 5 to produce your first settler and the only building available is Granary. Not having food tiles nearby could delay expansion.
Well that specifically only applies to the start location, which has its own terrain rules.
 
Back
Top Bottom