Sure, but that always felt really artificial and detached from the game, like the throne room. I can’t say i would ever want a return to thatCiv3 had a city view where you could see all your buildings and wonders in a city. You could do something like that today with nicer graphics to let the player enjoy their city and still do packed cities.
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If we have unpacked settlements, output should be different depending on where you place the district, but adjacency bonuses in 6 and 7 has some significant problems. For example, I could imagine a system where the tile you built on has more effect than tiles which are nearby and only natural features of nearby tiles matter. That way planning settlements would be much easier, because it will be possible to display full bonuses of each tile right away. Whether it's good thing or not - hard to say.But *if* you want building placement choice to matter in game terms, then the design of VI and VII is the only way to go. If the placement of a thing matter in the game, then you should be able to see where it is placed without having to access a separate screen or map to do so.
Civ3 had a city view where you could see all your buildings and wonders in a city. You could do something like that today with nicer graphics to let the player enjoy their city and still do packed cities.
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If they brought back this city view and made it part of the gameplay, like choosing where to place the buildings/wonders, I think that would satisfy both camps of having city sprawl, but not on the main world map.Sure, but that always felt really artificial and detached from the game, like the throne room. I can’t say i would ever want a return to that
I think I would really enjoy this city view implementation as another alternative option for future Civ.If they brought back this city view and made it part of the gameplay, like choosing where to place the buildings/wonders, I think that would satisfy both camps of having city sprawl, but not on the main world map.
I think that would be the worst possible scenario for me. Having to go from one map to another that all matter to the game is not in any way, form, or shape my idea of fun.If they brought back this city view and made it part of the gameplay, like choosing where to place the buildings/wonders, I think that would satisfy both camps of having city sprawl, but not on the main world map.
Considering settlements are now both divided into both cities and towns, I don't think that a separate map would be needed for towns. This is as long as towns don't produce buildings or wonders and there would at least be more towns than cities.I'm only concerned for wide players as they have to concern themselves with 16 different city maps and where all the different buildings go. Perhaps a little convoluted.
Well, the other option I thought of is restricting buildings/districts, at least in the first two ages, to be either in the first or second ring. That way city sprawl doesn't really happen until the Modern Age coinciding with the historical period of urbanization when the Industrial Age started.I think that would be the worst possible scenario for me. Having to go from one map to another that all matter to the game is not in any way, form, or shape my idea of fun.
Either placement matter, then it goes on the main map, or placement doesn't matter, and then the expanded city view is just a nice little bonus. Don't make a wishy washy mix of both at the cost of significantly increasing the number of maps and screens players are required to go through in order to play the game.
I think historical simulation is not that important factor, especially considering how abstract tiles and quarters are.Well, the other option I thought of is restricting buildings/districts, at least in the first two ages, to be either in the first or second ring. That way city sprawl doesn't really happen until the Modern Age coinciding with the historical period of urbanization when the Industrial Age started.
Yeah same for me. I would absolutely hate it as an idea. It destroys all immersion, and removing the need for any real city placement planning really just wrecks most of what I find enjoyable about the game.I think that would be the worst possible scenario for me. Having to go from one map to another that all matter to the game is not in any way, form, or shape my idea of fun.
Either placement matter, then it goes on the main map, or placement doesn't matter, and then the expanded city view is just a nice little bonus. Don't make a wishy washy mix of both at the cost of significantly increasing the number of maps and screens players are required to go through in order to play the game.
Oh yeah, thought it's gold and happiness, for some reason, same as buildings.Specialists do have food maintenance costs.
I'm not sure I get what you meant by "we already have farms in the game". Are you saying towns shouldn't be able to transfer food to cities? Or that farm towns are already too powerful as things stand, so buffing them further would invalidate resorts, mines, forts, urban, etc?I dont like this. This would kill any chance to get town variety and turn towns into Farm improvements since City growth will always be better than anything else
We already have Farms in the game, we dont need yet another thing to work like them. If Towns end up being a fancier improvement, then it will be a failed opportunity
That's my issue with it, when they unpacked cities the maps should really have grown by 2 or 3 times.I think it is really a question of scale in comparison to the map. I have no problem with a city that is fully unpacked if it feels appropriate for the scale of the map overall.
Hard disagree with me, that would just make the map even less important which is a huige issue with Civ VII.IF the game must have adjacencies, make them among the buildings/districts, not because the game designer thinks a great university has to be next to a mountain.
I think one of the issues with the game is the requirement to keep pushing your buildings out further from your capital to get good spots. This leads to ungainly sprawl, and placing down something like a granary just to reach a better spot at the edge of your city feels like it's not really how you'd want the game to work-If you do both of those, you lose a lot of buildings to sprawl out, but I don't think that's a problem. It means it's hard to sprawl to reach the further tiles in antiquity.