I just hope they make the world BIGGER this time round - like it used to be. Even huge maps are not that big compared to previous games meaning Civ VI was a downgrade on this score. Just more space is needed generally - I think this is another reason why the AI struggles so much.
I just hope they make the world BIGGER this time round - like it used to be. Even huge maps are not that big compared to previous games meaning Civ VI was a downgrade on this score. Just more space is needed generally - I think this is another reason why the AI struggles so much.
I don't see the connection between map size and the AI in Civ 6. And in fact, only 2 map sizes in Civ 6 are smaller than they were in 5 (Huge and Large); the others are all bigger than their 5 counterparts.
However, I do agree with you broadly speaking. More map tiles would have made a lot of sense for Civ 6 since districts and wonders take up tiles.
I don't see the connection between map size and the AI in Civ 6. And in fact, only 2 map sizes in Civ 6 are smaller than they were in 5 (Huge and Large); the others are all bigger than their 5 counterparts.
However, I do agree with you broadly speaking. More map tiles would have made a lot of sense for Civ 6 since districts and wonders take up tiles.
Well, more spaces means freer movement. I think they could make one hex represent a smaller area. Make cities, districts (if still there) geographical features etc take up multiple tiles and units perhaps only one with some sort of ZOC.
How? More tiles just means more cities, so more districts. Unless you increased the map size by x% without increasing the amount of potential cities by an equal % (e.g. 4 tile distance between cities being the norm, rather than 3).
City management is a bit of a chore in Civ 6. This becomes noticeable when controlling dozens of cities, which is the case in the larger maps. We need automatic city management back, but how can that be effectively implemented in a game with unpacked cities?
How? More tiles just means more cities, so more districts. Unless you increased the map size by x% without increasing the amount of potential cities by an equal % (e.g. 4 tile distance between cities being the norm, rather than 3).
City management is a bit of a chore in Civ 6. This becomes noticeable when controlling dozens of cities, which is the case in the larger maps. We need automatic city management back, but how can that be effectively implemented in a game with unpacked cities?
You just have to think of how cities look differently. Make them larger (maybe taking up a seven tile hex or something) or make the downtown areas take up more tiles as pop grows.
Maybe increase city min distance to 4 tiles .. or somehow made it more advantages if cities are more separated .... It will decrease number of cities (less micromanagement) and increase map size ... with more options for tiles.
You just have to think of how cities look differently. Make them larger (maybe taking up a seven tile hex or something) or make the downtown areas take up more tiles as pop grows.
My point was that that's not how Civ 6 works, so adding more tiles in Civ 6 maps wouldn't solve anything (it would help a bit because world wonders are a set amount equal every game, but not a lot, because districts are the main culprit).
I agree that to make huge maps enjoyable in Civ 7 (assuming Civ 7 will maintain districts, which I think is highly likely), then they'll need solutions which are not currently present in Civ 6.
Well, more spaces means freer movement. I think they could make one hex represent a smaller area. Make cities, districts (if still there) geographical features etc take up multiple tiles and units perhaps only one with some sort of ZOC.
How? More tiles just means more cities, so more districts. Unless you increased the map size by x% without increasing the amount of potential cities by an equal % (e.g. 4 tile distance between cities being the norm, rather than 3).
City management is a bit of a chore in Civ 6. This becomes noticeable when controlling dozens of cities, which is the case in the larger maps. We need automatic city management back, but how can that be effectively implemented in a game with unpacked cities?
My point was that that's not how Civ 6 works, so adding more tiles in Civ 6 maps wouldn't solve anything (it would help a bit because world wonders are a set amount equal every game, but not a lot, because districts are the main culprit).
I agree that to make huge maps enjoyable in Civ 7 (assuming Civ 7 will maintain districts, which I think is highly likely), then they'll need solutions which are not currently present in Civ 6.
All good points. And honestly, my complaints about the map size were like right when the game released. As a big fan of large maps, I was disappointed moreso in theory. In practice though, AntSou is right, it didn't really impact gameplay.
But it DID impact immersion a bit for me...however, the most egregious immersion downer with regards to maps will always be the lack of different art styles for different continents. I must have posted about this 100 times here, but I'll never get over it It blows my mind how Civ 6, more focused on the map than ever AND including named continents, did not have this awesome system from Civ 5.
All good points. And honestly, my complaints about the map size were like right when the game released. As a big fan of large maps, I was disappointed moreso in theory. In practice though, AntSou is right, it didn't really impact gameplay.
But it DID impact immersion a bit for me...however, the most egregious immersion downer with regards to maps will always be the lack of different art styles for different continents. I must have posted about this 100 times here, but I'll never get over it It blows my mind how Civ 6, more focused on the map than ever AND including named continents, did not have this awesome system from Civ 5.
I don't see the connection between map size and the AI in Civ 6. And in fact, only 2 map sizes in Civ 6 are smaller than they were in 5 (Huge and Large); the others are all bigger than their 5 counterparts.
However, I do agree with you broadly speaking. More map tiles would have made a lot of sense for Civ 6 since districts and wonders take up tiles.
I was initially disappointed when I heard Ed Beach was returning as lead developer for Civ 7. Not because I have anything against Ed (I think he did a great job with Civ 6 and the expansions for Civ 5), but rather because I rather liked the approach of having different designers for each instalment.
Whether or not you agree with the design decisions made by Soren Johnson, Jon Shafer or Ed Beach, they are all thoughtful and talented game designers, and the result has been three palpably different, enjoyable and undeniably popular Civilization games. I worry that keeping Ed as lead for the 7th iteration will limit the developers’ imagination.
But actually maybe I should be more optimistic. Perhaps Civ 7 will give Ed and the rest of the devs a blank slate to build on and rethink what a Civilization game should be.
I like Civ 6 a lot but I think it is hard to deny that the game is bloated. New features have been tacked on and leaders added without the ability to rewrite the game’s fundamentals. The result is unbalanced, and contains a lot of baffling redundancy (why do we have envoy points, grievance points and diplomatic favour as completely separate yields? Why is faith a currency the same as gold, but in white instead of yellow?). Maybe this is a carryover from the world of board games, where expansions literally tack extra pieces onto the table. But it’s not good game design.
Now Firaxis has a chance to start over. To build on Civ 6 without the bloat. I look forward to seeing what they’ve got in mind.
After months of speculation and multiple companies confirming it would not be attending, the ESA announced today to its members that E3 2023 has been canceled.
I kind of agree with you since the beginning you mentioned larger maps shrinking because I also usually play up to standard and that's only what, 6 players? Larger maps are so hard to defeat in civ 6 and take so much stamina to dominate. Sort of like they had in civ 4.
After months of speculation and multiple companies confirming it would not be attending, the ESA announced today to its members that E3 2023 has been canceled.
2K did SGF last year, so it's not out of the question. It's also on June 8th, which would be a prime time to kick off a marketing campaign for a September/October release
After months of speculation and multiple companies confirming it would not be attending, the ESA announced today to its members that E3 2023 has been canceled.
2K did SGF last year, so it's not out of the question. It's also on June 8th, which would be a prime time to kick off a marketing campaign for a September/October release
The Civ VI announcement trailer came out in May 2016, so approximately half a year before release, so timing would be similar! (Still a very good trailer btw, I cried tears when I first saw it...)
The Civ VI announcement trailer came out in May 2016, so approximately half a year before release, so timing would be similar! (Still a very good trailer btw, I cried tears when I first saw it...)
E3 was going to happen between 13th and 16th June, which would be quite late for the announcement anyway - Firaxis tends to announce its games 5 - 6 months before their release, so half of June would be weirdly close to October.
Besides, I don't recall Firaxis ever announcing Civ games on E3 like mass events, they just drop annoucements at their own terms, or am I wrong?
E3 was going to happen between 13th and 16th June, which would be quite late for the announcement anyway - Firaxis tends to announce its games 5 - 6 months before their release, so half of June would be weirdly close to October.
Besides, I don't recall Firaxis ever announcing Civ games on E3 like mass events, they just drop annoucements at their own terms, or am I wrong?
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