Naokaukodem
Millenary King
- Joined
- Aug 8, 2003
- Messages
- 4,277
Not only we should be able to settle on resources, but the city should adapt to the resource itself, or the special tile. Example : in Civ5, there is Oases that you cannot put a great improvement on, and I assume can't settle. What if we could ? For GI, the form should marry the oasis. [even if in this particular case this doesn't make much sense : Oases are better suited for villages/cities] For cities also, although it could first stay on one side of the Oasis, and around with growth (graphically). Unless it's more considered a lake (depending on graphics ; Civ5 Oases look more like lakes than a small area of water in the desert ; I mean they seem over-represented -in size and space- for their limited gameplay use, but hey they are nice), and then it might stay on one side, waiting for another city on the other side, for example.
This last, includes the ability to form cities two tiles away : a major change in Firaxis philosophy… just for the sake of settling Oases and the like, yes ! IMO, bigger things can occasionally start with smaller ones. Heck, we should even be able to settle cities right next to each others ! and, let's go total crazy, even in the same tile ! Obviously, this would require some graphical adjustments, like cities being smaller and/or tiles being bigger and/or zoom being more powerful and more useful.
Let's say a farm is kinda a small village. It could replace Towns settlements of Civ7. There should be hamlets in every farm tile, the buildings sticking to a fresh water source of the area. For example, if I put a farm near an oasis or near a river, the building will pop in the tile side near of this fresh water source.
Graphically, we could have a village/Hamlet/Town in the same tile as a farm or whatever, and even two villages in the same tile. For cities, we could have a City in the right hand corner of a tile, and farms elsewhere in the tile. This implies gameplay changes as being able to work a tile with multiple population points. Now, this would free some space as of now space triggers claustrophobia, both in feeling and in gameplay.
I've said by the past that Civ5 had too many tiles to work. I was wrong. You can adjust tile assignments according to your needs. That's one of the reasons why I now prefer to play civ5 rather than Civ6 let alone Civ7. Heck, in 6 I often struggle to have 6 farms mid-early for that civic boost…
I think the unmovable citizens of Civ7 is a meh idea. Maybe it's forced gameplay led by the decision to eliminate workers/builders, and to automatically improve a worked tile. Yet, I find those improvements very bad, especially food-wise and also most of the time production-wise, and classic yields-wise more generally. (food/production/gold) I would recommend to bring back workers, or to at least being able to switch citizens at the price of decaying improvements (visually : farms in fallow would actually regenerate), and maybe also improvements taking some turns of work to be real.
Well, that's one idea for now, let's say focused on settling, and tiles improvements. Do you see anything wrong with it ? I mean, what could possibly make it unplayable ? (like readability, especially if you start to want to insert various biomes in one single tile) Do you "agree" with only one part ? (and the rest is too crazy) What are your own ideas to find new fun ways to build one's empire ?
This last, includes the ability to form cities two tiles away : a major change in Firaxis philosophy… just for the sake of settling Oases and the like, yes ! IMO, bigger things can occasionally start with smaller ones. Heck, we should even be able to settle cities right next to each others ! and, let's go total crazy, even in the same tile ! Obviously, this would require some graphical adjustments, like cities being smaller and/or tiles being bigger and/or zoom being more powerful and more useful.
Let's say a farm is kinda a small village. It could replace Towns settlements of Civ7. There should be hamlets in every farm tile, the buildings sticking to a fresh water source of the area. For example, if I put a farm near an oasis or near a river, the building will pop in the tile side near of this fresh water source.
Graphically, we could have a village/Hamlet/Town in the same tile as a farm or whatever, and even two villages in the same tile. For cities, we could have a City in the right hand corner of a tile, and farms elsewhere in the tile. This implies gameplay changes as being able to work a tile with multiple population points. Now, this would free some space as of now space triggers claustrophobia, both in feeling and in gameplay.
I've said by the past that Civ5 had too many tiles to work. I was wrong. You can adjust tile assignments according to your needs. That's one of the reasons why I now prefer to play civ5 rather than Civ6 let alone Civ7. Heck, in 6 I often struggle to have 6 farms mid-early for that civic boost…
I think the unmovable citizens of Civ7 is a meh idea. Maybe it's forced gameplay led by the decision to eliminate workers/builders, and to automatically improve a worked tile. Yet, I find those improvements very bad, especially food-wise and also most of the time production-wise, and classic yields-wise more generally. (food/production/gold) I would recommend to bring back workers, or to at least being able to switch citizens at the price of decaying improvements (visually : farms in fallow would actually regenerate), and maybe also improvements taking some turns of work to be real.
Well, that's one idea for now, let's say focused on settling, and tiles improvements. Do you see anything wrong with it ? I mean, what could possibly make it unplayable ? (like readability, especially if you start to want to insert various biomes in one single tile) Do you "agree" with only one part ? (and the rest is too crazy) What are your own ideas to find new fun ways to build one's empire ?
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