It's clear that the streamlining has led to uninteresting, rote choices for building, within repetitive often tedious victory paths that conclude early so we can reset the age and do it all over again. Today I've woken up and all over the internet there seems to be an emerging awareness that the game has actually flopped. I'm more interested in why and what could be changed to make it not so. Not with the intent to fix it, though that would be nice, but instead just out of curiosity and analysis.
I've previously written, indeed I've created a mod to this end, that the way towns work needs to be improved. So that wide emerges as a viable, interesting strategy of its own. However, this concept falls short in that I don't think I've given much thought into how to make tall itself more compelling. I've thought about it, and I know just what Civ 7 would need to stop being so boring. First of all, we're keeping cheaper, more numerous, more useful towns.
Another thing we're doing is relying on larger maps. Better terrain generation where biomes are larger and not merely lining up exactly with lines of latitude. More variability of terrain type per biome.
For cities, I propose this:
Instead, specialists now are slotted in a narrative attribute tree. This is a menu that functions like a role-play, with choose your own adventure options that develop your specialist over time. The other buildings in your city, what you're doing in terms of war or exploration, and the levels of relationship you have with other players affects the availability of narrative options. Ultimately, these specialists stack up yield sets (philosopher begins with +4 science, then can end the age with +8 science, +3 culture, +2 influence, +1 happiness). The other thing specialists do is add "historicity" to buildings. So in principle any building in a city, but more likely the one that spawned the specialist, will pick up special yields as well, maybe spawn great works. You can have a road or bridge that becomes historicized. The game script will automatically summarize the narrative events into the "story" of the building on its history tab. At some point, this will be relevant to tourism.
New great works and legacy building features:
I've previously written, indeed I've created a mod to this end, that the way towns work needs to be improved. So that wide emerges as a viable, interesting strategy of its own. However, this concept falls short in that I don't think I've given much thought into how to make tall itself more compelling. I've thought about it, and I know just what Civ 7 would need to stop being so boring. First of all, we're keeping cheaper, more numerous, more useful towns.
Another thing we're doing is relying on larger maps. Better terrain generation where biomes are larger and not merely lining up exactly with lines of latitude. More variability of terrain type per biome.
For cities, I propose this:
- Buildings no longer get adjacencies. Instead, they can only be built at all where they would have received adjacencies.
- You only get one building of each "type" per city, unless there's double adjacency. So either a library or an academy, unless your library's tile is adjacent to more than one resource.
- Tier 2 buildings require 2 of tier 1 buildings in your empire to be built for each one. Tier 2 buildings provide raw yield, Tier 1 buildings operate within the new specialist system (to be discussed).
- There are also miscellaneous or mixed buildings which produce fewer yields, but variable yields, and serve as a stop gap for city building.
- There are new rules about city layout. Not so much in the vein of having specialized districts (although you will sort of have de facto districts in a way if you double up your special buildings). Instead, your city will have to have the infrastructure to support special buildings.
- All buildings need adjacency to food buildings (people have to eat). This makes food buildings important hubs to support buildings along its radius. This allows for interesting decisions to be made about what second building might get paired with a food building.
- The second building in a food district supports the surrounding buildings with adjacency bonuses. One building could just provide gold per building. One could boost the natural yields of the surrounding buildings. One could provide happiness or influence depending on other global policies or government type.
- Happiness buildings function in a similar vein, but affect up to a 3-tile radius from their tile, with declining benefits as you go out. On the other hand, doubling up happiness buildings in a district will improve the yields for the 1-tile radius. This wouldn't be complicated or confusing if devs actually bothered to make a decent UI
- There are now municipal districts. Avenues. Plazas. These are one building slot tiles that connect into to food and happiness adjacencies and extend them. They also provide gold bonuses and interact with bridges. Long city routes multiply gold per trade resource slotted.
Instead, specialists now are slotted in a narrative attribute tree. This is a menu that functions like a role-play, with choose your own adventure options that develop your specialist over time. The other buildings in your city, what you're doing in terms of war or exploration, and the levels of relationship you have with other players affects the availability of narrative options. Ultimately, these specialists stack up yield sets (philosopher begins with +4 science, then can end the age with +8 science, +3 culture, +2 influence, +1 happiness). The other thing specialists do is add "historicity" to buildings. So in principle any building in a city, but more likely the one that spawned the specialist, will pick up special yields as well, maybe spawn great works. You can have a road or bridge that becomes historicized. The game script will automatically summarize the narrative events into the "story" of the building on its history tab. At some point, this will be relevant to tourism.
New great works and legacy building features:
- Great works are now permanent. Their function changes in different ages. Science works from antiquity continue to provide science but also incur a happiness cost (religious discordance).
- Plain buildings get replaced with ruins and rural improvements. No overbuilding, they go defunct.
- Historicized buildings continue to provide the yields they accumulated from specialist play (possibly very good, even in the next age), but have higher maintenance costs. The unique situation will determine if players want to try and preserve or overbuild.
- There will be buildings and policies meant to accommodate historicity. The monastery improvement will have great works slots for antiquity great works to provide half science yields but not happiness penalty. Maybe the dungeon will let you store antiquity great works without there being any yields.
- You can destroy antiquity great works but gain permanent science penalties for each one you destroy.
- It all depends on your religion policies and we assume that system will be updated, etc.