Civ7 is great and I like the dynamics of each age. But one limitation is map design.
Here is the standard conceptual view of a map in Civ7, wherein you have 2 distinct regions: "Old World" vs "Distant Lands" (yes, you'll just see rectangles ... the point is a conceptual view).
Two distinct regions of the map, which are (at least in all of my games) arranged vertically along latitude. Even on fractal maps, which have far more interesting land masses than standard continents maps, the arrangement of global regions is vertical.
So, imagine these conceptual views:
Same as above, but flipped to be along longitude.
Old World in the center, Distant Lands surrounding, or vice versa.
A diagonal split.
Getting a bit more dynamic here, with different landmasses for both Old World and Distant Lands. This is where we get into more than global dichotomy, or we begin to assume that there are either 2 Old World or 2 Distant Land continents with Civs still not meeting each other until the 2nd age.
Just another example of the "middle region" shown above, but with a more dynamic shape.
All this is to say: Map generation needs a certain # of Open Ocean tiles between regions. I get that, and I have enjoyed this mechanic. But I hope map design shifts. We should be able to customize the age, mountains, and type of continents for both regions, or introduce 3rd and 4th regions that follow similar mechanics but are similarly cut off from the world. E.g., an "Old World" that is 2 continents, Civs on each not discovering each other until Exploration, but not considered Distant Lands.
But, let's make generation more interesting at the very least. Instead of a latitudinal split only, how about surrounding the Old World with Distant Lands? How about quite simply a longitudinal split? How about scattered distant lands that are also not connected to each other (w/maybe 2-3 civs on each)?
So on and so forth!
Here is the standard conceptual view of a map in Civ7, wherein you have 2 distinct regions: "Old World" vs "Distant Lands" (yes, you'll just see rectangles ... the point is a conceptual view).
Two distinct regions of the map, which are (at least in all of my games) arranged vertically along latitude. Even on fractal maps, which have far more interesting land masses than standard continents maps, the arrangement of global regions is vertical.
So, imagine these conceptual views:
Same as above, but flipped to be along longitude.
Old World in the center, Distant Lands surrounding, or vice versa.
A diagonal split.
Getting a bit more dynamic here, with different landmasses for both Old World and Distant Lands. This is where we get into more than global dichotomy, or we begin to assume that there are either 2 Old World or 2 Distant Land continents with Civs still not meeting each other until the 2nd age.
Just another example of the "middle region" shown above, but with a more dynamic shape.
All this is to say: Map generation needs a certain # of Open Ocean tiles between regions. I get that, and I have enjoyed this mechanic. But I hope map design shifts. We should be able to customize the age, mountains, and type of continents for both regions, or introduce 3rd and 4th regions that follow similar mechanics but are similarly cut off from the world. E.g., an "Old World" that is 2 continents, Civs on each not discovering each other until Exploration, but not considered Distant Lands.
But, let's make generation more interesting at the very least. Instead of a latitudinal split only, how about surrounding the Old World with Distant Lands? How about quite simply a longitudinal split? How about scattered distant lands that are also not connected to each other (w/maybe 2-3 civs on each)?
So on and so forth!