Large and Huge Maps - Not Tested?

Stid

Warlord
Joined
Nov 19, 2003
Messages
215
Location
England
Hi,

I've recently been focusing on large and huge maps to see how this impacts the gameplay and I hate to say it, but there have been many issues I've encountered which makes the gameplay not fun at all which is mainly due to extreme micromanaging. I've gotten to the point now where the game isn't fun at all in Modern so I often leave at the middle ages now and worried about complex fixes when the easiest ones should be stairing the devs in the face.

I've listed a few of the issues below and potential solutions which may have already been discussed (apologies if so):

  • Ships taking too long to get around landmasses - Canals. These were in previous games and dont know why they have been missed from this (either as improvement or wonder). I like to place my cities on 1 tile that separate two large bodies of water so the 'function' of canals is already there via cities.
  • City state colours not changing when at war - Change the colour of units to their master. Basically I have no idea what city states I am at war with when at war with their master. I can't believe this wasn't addressed in early testing.
  • I can't find my planes - unit cycling should include these. I'll be honest, no idea how aerodromes work but I cant seem to stack them (certainly not easily) and therefore avoid planes unless I have carriers.
  • Can't wake all units - have a wake all units key. On large maps, this is particularily an issue when you have 50+ units and need to wait for an enemy to 'wake them' for you.
  • Gaps all over the large/huge maps - allow settlement scaling based on map size/only count cities and not towns/Increased AI civ number options. This is a biggy for me, gaps all over the map which mean I can quite happily settle very far away from other civs and never go to war throughout an entire game. Makes it rather mundane
  • Roads not going to 'key' places such as bridges - allow manual building of roads (not including just to/from settlements via the 'fastest' route)
  • No idea where my railways are - add a way to include railways as an overlay perhaps? I always forgot I have them when using units as I simply cant find them with so much detail on the screen.
 
I also find the eye candy overwhelming. Bring back the tactical map view please!
And find a way to tell me which hexes cost what movement/ which sides of hexes are impassible - impossible to tell by looking at them in complex terrain. I constantly overlook some terrain item/property and my moves keep getting truncated.
 
I also find the eye candy overwhelming. Bring back the strategic map view please!
And find a way to tell me which hexes cost what movement/ which sides of hexes are impassible - impossible to tell by looking at them in complex terrain. I constantly overlook some terrain item/property and my moves keep getting truncated.
Corrected and Definitely (also friendly Urban land tiles should never stop movement, enemy Urban tiles should always stop movement... regardless of underlying terrain)
 
People wanted larger maps, people got larger maps.

Are there going to be issues adding larger map sizes that didn't exist for the entirety of the game's development? Probably! I don't think this indicates anything about how much testing was done, though. Some of your complaints / suggestions (wake all, for example) could plausibly apply to smaller map sizes.

I love Huge Pangaea myself, but I'm an anecdote of a single person, and I haven't tried other map types as much.
 
well, yes, that confirms the game was designed from the start for tiny maps only, something I also noted from units movement hard coding.
 
The game should have been designed with larger maps in mind considering most of the player base primarily uses larger maps. I gotta say, this was short sighted. Occassionally, we all might play a smaller game but most of the fanbase plays civ for the epic map with a bunch of civs primarily.
 
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