smartcanuck1988
Warlord
- Joined
- Jun 16, 2016
- Messages
- 276
I would like to propose the following:
1. Make population growth slightly faster early on.
2. Every building requires 1 Citizen to make it active and get its bonus.
3. Only worked tiles/buildings provide yields, the population itself does not.
4. When you build or purchase a Unit in a city, one Citizen is removed from that city.
5. You cannot reduce a city to less than 1 pop. So a city with 1 pop cannot build or purchase units.
6. Disbanding a unit at a city (or at a tile the city controls) will increase that city’s pop by 1. It will not provide gold or anything else.
7. Settlers remove 2 citizens from a city (and new cities start with 2 pop). This will allow the new city to build at least one unit right away.
Extra suggestion: Settlers can upgrade to Colonists around mid-game. They remove ~5 citizens and start a new city with that many instead of just 2. This can help speed things up.
Reasons:
This probably comes from my interest in board games where there is a finite number of physical meeples/cubes to use -which limits the clutter, but makes each unit that much more important. In Civ6, there is a crazy number of all sorts of units because you can always continue to produce them. This suggestion can help with that mess. I am not suggesting that there is a cap on population, but that if you want to mass produce military units, then your cities will suffer.
I think a “Unit” is definitely more important in V and VI compared to stacks of IV, but it seems that the consequences of building one have not increased to match that. I do genuinely believe that when as much of the game elements is accounted for, the game mechanics will fit better together and the gameplay overall will feel more grounded. I think it will make it more meaningful to choose between building a huge war machine or emphasize growing your cities and working science/culture tiles. Similarly, choosing between military vs religious units will also require some thought.
Some negatives to start the debate:
1. If you lose a lot of your units in wars, you may reach a point where you cannot make more units to defend yourself. Balancing the rate of growth would be important.
2. Disbanding units could be a backdoor to shifting population around in a gamey way. Not sure how effective it will be (because you’ll be spending hammers to build the unit), but again it requires balancing this against cost/effect of pro-growth decisions.
3. Population growth formula might get a bit confusing given that the number of citizens will be fluctuating. But a clear UI that always tells the user how things are being calculated should make it clearer.
Thanks for reading all that. And I'm happy to hear your feedback on this and ideas in general about how we can make the population more important!
1. Make population growth slightly faster early on.
2. Every building requires 1 Citizen to make it active and get its bonus.
3. Only worked tiles/buildings provide yields, the population itself does not.
4. When you build or purchase a Unit in a city, one Citizen is removed from that city.
5. You cannot reduce a city to less than 1 pop. So a city with 1 pop cannot build or purchase units.
6. Disbanding a unit at a city (or at a tile the city controls) will increase that city’s pop by 1. It will not provide gold or anything else.
7. Settlers remove 2 citizens from a city (and new cities start with 2 pop). This will allow the new city to build at least one unit right away.
Extra suggestion: Settlers can upgrade to Colonists around mid-game. They remove ~5 citizens and start a new city with that many instead of just 2. This can help speed things up.
This probably comes from my interest in board games where there is a finite number of physical meeples/cubes to use -which limits the clutter, but makes each unit that much more important. In Civ6, there is a crazy number of all sorts of units because you can always continue to produce them. This suggestion can help with that mess. I am not suggesting that there is a cap on population, but that if you want to mass produce military units, then your cities will suffer.
I think a “Unit” is definitely more important in V and VI compared to stacks of IV, but it seems that the consequences of building one have not increased to match that. I do genuinely believe that when as much of the game elements is accounted for, the game mechanics will fit better together and the gameplay overall will feel more grounded. I think it will make it more meaningful to choose between building a huge war machine or emphasize growing your cities and working science/culture tiles. Similarly, choosing between military vs religious units will also require some thought.
Some negatives to start the debate:
1. If you lose a lot of your units in wars, you may reach a point where you cannot make more units to defend yourself. Balancing the rate of growth would be important.
2. Disbanding units could be a backdoor to shifting population around in a gamey way. Not sure how effective it will be (because you’ll be spending hammers to build the unit), but again it requires balancing this against cost/effect of pro-growth decisions.
3. Population growth formula might get a bit confusing given that the number of citizens will be fluctuating. But a clear UI that always tells the user how things are being calculated should make it clearer.
Thanks for reading all that. And I'm happy to hear your feedback on this and ideas in general about how we can make the population more important!