ManoftheHour333
Warlord
- Joined
- Mar 12, 2021
- Messages
- 242
So one thing that's annoyed me throughout Civ VI is just how bad they made the colonial play style. Unless you're the Maori benefitting from early settling, there is just so little incentive to move your empire across the sea if you're playing Indonesia, England, or any other seafaring civilization. Part of this is how badly nerfed naval warfare was anyway in the game but there is more to be said on how making colonies-primarily midgame settlements-is just never worth the trouble...which doesn't really fit into the broad scheme of world history. There is just no point to starting a normal city on another continent (Or even a new area) if it's going to start with zero bonuses...just take over a pre-made city to expand! Furthermore, since naval combat isn't all that strong, it makes no sense to build up a massive navy+army to take over a far-flung locale when you can just prey on a weaker local neighbor. As a result, large swaths of the map get left unsettled and full of barbarians...which is just weird and doesn't lead to a "global"-feeling world.
A lot of Civ VI's mechanics are likely to blame for these issues. Luxuries aren't all that limiting so you don't really need them to expand (i.e. just build some ECs). Trade isn't all that dependent on having good coastal settlements (Unless you're Portugal) and there aren't incentives to trade over the seas much when trading over land is almost just as profitable (Trade is already a massive issue as is lol). Loyalty makes settling near other people a disaster unless you have very specific bonuses (i.e. Phoenicia) so why deal with that? All in all, it's almost never worth it to have a continent spanning empire unless you're local/at a continent split...thank god they changed Spain's starting bias since they'd be useless otherwise!
For Civ VII, I really really hope they make this kind of play viable-it's really fun and allows for so much more flexibility in gameplay. I also find it weird how naval supremacy was seen as such a massive boon for empires throughout history and yet in Civ VI, the worst Civs in the game were naval ones! It's totally backwards IMO...so here are my suggestions in making a colonial (Midgame expansion) playstyle better:
(This was thought up after playing a Terra map with updated Spain (Optimized with CdC+policy cards+ancestral hall) and it being a slog+draining on my economy to actually colonize a continent that is full of resources and empty lol)
A lot of Civ VI's mechanics are likely to blame for these issues. Luxuries aren't all that limiting so you don't really need them to expand (i.e. just build some ECs). Trade isn't all that dependent on having good coastal settlements (Unless you're Portugal) and there aren't incentives to trade over the seas much when trading over land is almost just as profitable (Trade is already a massive issue as is lol). Loyalty makes settling near other people a disaster unless you have very specific bonuses (i.e. Phoenicia) so why deal with that? All in all, it's almost never worth it to have a continent spanning empire unless you're local/at a continent split...thank god they changed Spain's starting bias since they'd be useless otherwise!
For Civ VII, I really really hope they make this kind of play viable-it's really fun and allows for so much more flexibility in gameplay. I also find it weird how naval supremacy was seen as such a massive boon for empires throughout history and yet in Civ VI, the worst Civs in the game were naval ones! It's totally backwards IMO...so here are my suggestions in making a colonial (Midgame expansion) playstyle better:
- Differenting city types: I think this is a no-brainer but to make having colonies viable, people should have a choice city-type upon settling-and there can be cost/benefits of each. The "core" city type should be a base city that can build normal districts, have typical population growth, but take more loyalty to keep together. Every capital/first city should start as a "core" city type-with any other types being locked behind techs/civics. Meanwhile, settling a "colony/borderlands" city would allow for cheaper purchases of civilian units, cheaper buildings, cheaper land purchases, and little to no loyalty issues. The cons of the colonial cities would be that they produce less science+culture (Maybe -15%?), and require +2 population each for adding more districts. Furthermore, they should start with a ability to form a trade routes more easily...perhaps through once a commercial hub/harbor is completed (Over having to also add in a building etc.). That way, these settlements, can be very useful for quickly gaining strategic/luxury resources and increasing wealth; the two things border cities should be good for! Additionally, there is no need to keep these settlements restricted to foreign continents-any city could start as a colony and then turn into a core city after completing a city project (a'la Phoenicia). Perhaps having a resident governor could allow for this ~5 turn project to begin? The last type of city (And this could be a city type that is unlocked later in the Medieval era) would be the return of Puppetted/Vassal cities. I don't really get why they removed this feature...but puppetted cities should act similar to colonies, expect that they were formed from conquering the city (Or gaining through loyalty) vs. settling it. Either way, having different city classes would just allow for so much more flexibility with how people play, introduce new civ abilities/ policy cards around them, and just be more representative of different settlement types throughout history's civilizations.
- Make naval trade routes MUCH better: so naval trade routes, historically, were game changers. Indian Ocean trade routes, the Malacca strait, the entirety of the Mediterranean-control of these areas was key into making tons of money and fueling other industries+warmachines. Yet in Civ VI, traders are just...traders. Land trade routes were important, but for the next game, Firaxis needs to properly buff sea trade routes-Portugal's bonus should be the norm for comparison to land ones! Additionally, sea trade routes should only be possible with coastal cities-finally giving enough of a benefit to justify the added danger. Coastal cities/civilizations are, and have always been, some of the richest and most powerful civilizations and yet in Civ VI, it's very possible to be entirely landlocked the whole game yet still come out on top without leaving your continent/geographic area. Another way they can incentivize this playable would be to make buildings, unit upkeep, and other costs skyrocket in the renaissance. So while it's all good and well to start out landlocked, you'll need to get a coastal city and start trading over the ocean to keep up economically. This would also breathe some life into the colonial playstyle as these new cities settled would have some buff to generating trade routes allowing for you to gain gold from them even more quickly.
- Harbor changes: so harbors are really cool districts that allow non-coastal cities to send trade routes over the waves. While I think that just having harbor shouldn't allow for that level of economic flexibility (See point 2), I do like this option for building naval units non-coastally, and getting rid of it wouldn't be popular. However, I do think there needs to be some limits on adding harbors to cities. 1) Non-coastal cities shouldn't be able to build a harbor until ~population 10, and, 2) the harbor in a non-coastal city must be adjacent to another land-based district, and, 3) having a harbor should allow the city defenses to be lowered. With that two rules, Harbor placement will get more finicky and make it even harder to place them in landlocked cities-further incentivizing coastal settling. It will also give naval units a chance to be actually useful beyond only coastal cities...which are rare in present Civ VI anyways. However given the benefits I am proposing to coastal trade routes and settling mid-game, think this is very fair. At the very least, it will encourage more diversity in units for defense instead of just only making calvary and infantry constantly. Lastly, the land-locked cities that have harbors could gain the ability to trade once something like refrigeration or plastics is unlocked in the early atomic era...so in enough time even this problem could be worked around...just by then, coastal settlements/civs would have received far more economic riches!
(This was thought up after playing a Terra map with updated Spain (Optimized with CdC+policy cards+ancestral hall) and it being a slog+draining on my economy to actually colonize a continent that is full of resources and empty lol)
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