Big J Money
Emperor
- Joined
- Feb 23, 2005
- Messages
- 1,091
From what I've seen and heard, I'm happy with this "cap". I think there should be something in 4x games that requires the player to choose, "do I want another city or not?". I use quotes for "cap" because I think cap is the wrong term, even though it's a familiar one. It's more of an "allowance". We get a certain number of cities for free before the new city cost kicks in.
My main issue with Civ V's city cost is that the math for the next technology and next social policy was too complicated. So I had less information as a player when making the decision to found a new city or not. From what I understand about Civ VII, the penalty will be a simple happiness penalty in all cities. This is how a few other 4x games already work, and I like it.
I also like that you can have any number of towns, so you can still settle wide, you simply won't be projecting power. So "wide" in that sense is not quite the same as what we're used to. You might say there is "weak wide" (many towns) and "strong wide" (many cities).
My main issue with Civ V's city cost is that the math for the next technology and next social policy was too complicated. So I had less information as a player when making the decision to found a new city or not. From what I understand about Civ VII, the penalty will be a simple happiness penalty in all cities. This is how a few other 4x games already work, and I like it.
I also like that you can have any number of towns, so you can still settle wide, you simply won't be projecting power. So "wide" in that sense is not quite the same as what we're used to. You might say there is "weak wide" (many towns) and "strong wide" (many cities).
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