I like what VII is trying to do in principle; settlements growing out organically from the centre, with some early decision-making about building in sub-optimal spot for immediate benefits, or delaying the building until we can reach the high-value adjacencies.
I don't mind the fact that the buildings are hard to read in the default view. It's not great for quick decision-making, but it makes for a stunning view, especially once zoomed in, and I don't need that at-a-glance information all the time. However, once you go into the city lens, there should be clear colour indicators, in the style of Civ VII (so science buildings go bright blue, and so does the whole district if it's a science quarter) - basically what
@beezany does in the City Hall mod.
All of my major issues are with how the city-sprawl works. More specifically:
- there are no restrictions on how many districts you can place, so long as they are connected together
- there are no restrictions on how far from the center you can place the buildings at any point
- there is no incentive to cluster buildings in quarters together for towns
- you can only claim rural tile if it's connected to another claimed tile
- your rural districts can go up to third ring, your urban districts can go up to third ring, and your borders will only ever grow three tiles out
Combine all of the above with the fact that there's almost as many buildings available in antiquity as there is in exploration, or modern, and we end up with megacities in the year 2000 BCE. I'm someone that quite likes the mega-city look in the late game, as a result of development over the course of game. It absolutely shouldn't be something that starts happening 20% into the campaign.
There's few changes I'd love to see to address that. Values are placeholders:
- Each settlement can initally create two districts, in addition to the town centre. Every two rural population allows you to create another district. Specialists count as 0.5 rural population.
- Each settlement can initially create buildings only on the first ring. You need rural population of 6 to build on the second ring, and rural population of 15 to build on third ring.
- Wonders can be build at any time, and on any ring. However, each wonder "consumes" one rural population - pushing the requirement further for the next district to unlock.
That does a couple of things. It gives food more value, compared to production. It makes the city spread more gradual across the ages. It forces towns to be more compact - no more settling one down, and then immediately exploding it over the map by insta-buying the warehouse buildings onto separate tiles, getting to multiple third ring resources on the first turn, if you so wish.
You could then start doing some fun stuff with the quirky civilizations that could use some love. For example, specialists count double instead of half for Khmer. Carthage has no restrictions in the capital. Rome has fewer restrictions on towns.
And then, on the flipside, I'd want to make sure the gaps in between your settlements can eventually go away, even if you're not America or Nepal. Let the borders spread into the fourth ring in exploration if a third ring tile was claimed. Let us claim those tiles as rural in modern (base improvements only), and grow borders into the fifth ring if we so wish.
We have three distinct eras, with their own rulesets. It doesn't make sense that the rules for buildings and borders are identical across the three.