First off, let me say I think those are excellent ideas, and if they are not already in Civ7, I think they should be added. I also agree that if we focus only on the city/town aspect of the game, regions are not necessary.
When I favor the idea of regions and think it's worth pursuing, it's because it could tie into several other aspect of the game:
- City vs. Town basis (yes, that is still on the topic of cities and towns): I think regions could be a good way to control the number of cities and the ratio of cities:towns that a player has. Unless balance is done really well, the city/town system of Civ7 will have a high likelyhood to favor one or the other, for instance my impression is early Civ7 has basically encouraged turning all your settlements into cities, which kills the whole idea of this feature.
- City limits and loyalty: Instead of an artificial "settlement limit" (which feels very gamey), regions farther from your capital could suffer instability and corruption, which decreases with more advanced governments and civics. Yes, you can do this also without regions.
- Map making and terrain: Dividing the map into regions might help making more interesting maps, and it would allow a biome mechanism that would have a lot of interesting potential instead of how terrains are currently created. Instead of the more or less random assignment of terrains and features, a regional map would allow to have each region have a well-defined environment: Plains, floodlands, forest, rainforest, hills, desert, tundra, lake, geothermal ... I'm sure one could come up with more. There was a Civ6 mod that played a bit with something similar to this and tried to add unique bonuses to some regions. It could also play well into civilization bonuses or even allow new features like your civ aquiring certain skills and specilizations if it starts in a certain hostile region (perhaps starting in desert, tundra or rainforest will give you certain bonuses to exploring or improving these tiles, think Inca with hills or Canada with tundra in Civ6).
- Resources: I'd love a more regional approach to resources instead of the way they are tied to specific tiles/hexes in the current games. If a region has Iron Ore or Spices, perhaps you can decide for yourself where you will place your mine(s) or plantation(s), or at least have a certain sub-area of the region that allows extraction of the resource.
I understand the argument that regions goes against the nature of what Civ is. I know that the minigame of city placement has always been a core of Civ, and I think if regions were to succeed, that should still remain. So if a region can only hold one city, there needs to be some decision making with regard to where to place the city for the game to not go boring. Placement of districts and access to resources/terrains could help secure this.
And additional comment on how I envision towns: I would rather towns worked a bit like the rural districts of the Citylights mod from Civ6. So I don't think a town should be an entity in itself created by a settler. Rather I think the town should be created directly from the city as a sort of sattelite district or city project or whatever. The way I envision this is that when a settler forms a ... settlement ... it starts out as a small village, that will work basically as a town in Civ7 i.e. not have specialty districts, but will have the population work farms/mines/lumbermills etc. Once the village reaches a certain population - say, pop 5 just to pick a random number (or it could be a certain culture level for that matter) - it turns into a city and can start constructing specialty districts around the city centre. As the population in the town go from working rural improvements to working as specialists, the city can construct satelite "towns", for instance a farming town, mining town, lumber towns or fishing towns that collect food/production and resources from surrounding tiles and send to the city.
This clarifies things a bit, and I think we can start to synthesize a region/non-region system:
1. I fully agree that the Civ VII City-Town dichotomy is not at all well done. On the one hand, towns are founded just like cities and start with the same radius and aspects of a city, but have restrictions on how you can build things in them and, as the game is designed now, virtually require you to constantly consider whether to turn them into cities or get enough bonuses from them to make keeping them as towns worth it. I suggest that making a town Always derived from a given city and related to that city from the beginning solves some of that.
As in, a town is founded by a 'Party' from a city - and removes population from that city to form the Party, not 'building' it with production. The Party can place a town anywhere outside the immediate radius of the city, but the distance from which it can 'send' resources/bonuses back to the city is strictly limited, and changes by Age or Technology. A map graphic of a 'road' will show at a glance which city the town is 'feeding'. Towns are strictly limited in the tiles that can exploit: a center and one additional tile would be, I think, about right for Antiquity with, again, changes by Age or Tech or even by throwing Production/Population resources at the town until it can support an additional tile or two - but at that point, it would be cheaper in most cases to simply expand it into a City.
Towns could change the city they are feeding resources to. This might be required if, say, the original 'home city' gets conquered, or destroyed by a hostile IP. It could also be done at will - for a steep cost. The road graphic would change to the new city, and the requirements for distance limitation would remain in place so that the potential number of alternative home cities would be limited - but one reason to change might be that the distances have changed with the Age progression.
Bonus: in Exploration Age, a Colonist Party could place a town an extended distance away in Distant Lands (or Homelands from Distant Lands) with a tie to a specific City back home and feeding resources directly to it from 'overseas'. This could tie the entire City/Town system into the Exploration/Colonization system if desired, making on the one hand placing 'colonies' much faster, but on the other hand making early Town colonies very fragile in a hostile landscape.
2. Cities and Towns further from your capital should suffer from Loyalty issues (a concept in older Civs but sadly abandoned lately). Furthermore, while any City could support a single feeder Town, adding more Towns to that City would come with loyalty/efficiency penalties until 'break-away towns' becomes a very real possibility/threat. The loyalty of Colonists (towns OR cities) should never be a given in the game. This would place the 'settlement limit' squarely on the gamer's actions rather than an arbitrary game design function, which gamers have been merrily stretching to the limit anyway.
3. Do not get me started on the limitations and flat-out mistakes in Civ VII's maps and biomes: we'll be here all day and for page after page of rant. In respect to your suggestions, I'd only point out that special features like specialized resources or 'mini-biomes' can be done by tile as well as by region. Anybody here remember SMAC? Its maps each had about a half-dozen Special Regions/places covering several tiles that appeared randomly on every map. Something like that, that could even be given historical titles:
Cedars of Lebanon
Ruhr Valley (iron, coal)
Messabi Range (copper, iron)
Spice Islands
- there are potentially hundreds of them, which could be looked at as 'mini-Natural Wonders' giving specific bonuses like extra Iron, Coal, Copper, or other resources, or cultural/religious bonuses (I can make a case that Every Volcano on the planet that people lived near had a religious significance!)
4. I would love to have more 'flexibility' in Resources in a Civ game. In fact, I have been arguing and posting to that effect for at least 4 years now. Just for starters, many 'resources' cover much larger areas than others. Herd animals, for instance, require much, much larger areas of pasturage than the equivalent in food crops require. Latest estimates, in fact, are that 2/3 of the 'cultivated land' even today is to feed animals, not people, and that's after the great horse herds of antiquity and later were removed from the equation.
So, how about you can place a pasture adjacent to an animal resource as long as its the same type of terrain, and the resource will move to the pasture? Giving you more flexibility in how you exploit those resources. The same could also apply to any plant-based resource, to allow better organization of our now-limited city radii: rigid resource placement makes many city/town sites very hard to get the most out of because tiles are sequestered by immoveable resources.
Minerals are a bit more of a stretch, but not by much: many ore deposits cover wide areas (Messabi noted above, or the Ruhr Valley area, for instance) so that allowing exploitation of them from adjacent tiles is perfectly arguable and again, this makes both resources and city siting and organizing much more flexible for the gamer.
This would also limit (probably not completely eliminate) the problem of new resources appearing with Age change that require you to reorganize your cities. If any new placement allows you a choice of 2 - 6 'extraction tiles' limitations are greatly limited, and so the placement of new rseources also expands since their sites are not absolute prohibitions on placing anything else.
Summary: I like many of your ideas, just to point out that they can be implemented using the tile grid already on the map without stacking regions on top of it.