GeneralZift
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- Joined
- Feb 25, 2019
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Well, some more than others, and it depends a lot on the load of the player at the end.Late game fatigue been a problem for every version of Civ.
Well, some more than others, and it depends a lot on the load of the player at the end.Late game fatigue been a problem for every version of Civ.
Power is something I actually really miss from Civ 6. I wouldn't need it to be like, a 1:1 implementation in 7 as it was in 6, but the feeling of unlocking electricity and immediately being able to bring cities onto the grid and get noticeable boosts to their yields felt like the kind of meaningful unlock electricity should be. I also just found making sure cities were powered to be a relatively fun task. It definitely wasn't a perfect system but I liked what it brought to the game a lot.A slightly different implementation from the Civ6 power though.
I think it would be better if most warehouse buildings were maybe the upgrades of simple improvements. Why shouldn't a sawmill be the final upgrade of a woodcutter improvement? In addition, the brickyard could be an upgraded clay pit etc.
I just want to say I love everything about the Warehouse buildings being turned into upgrades of improvements. It makes so much sense, it solves so many of the district sprawl problems, and it makes for great placement-minigames and allows for nice features like upgrading the improvement each era, which gives the player something meaningful to do without being too excessive because it's not all tiles you need to do it on. Also, PLEASE let us choose which improvement to put on each tiles, at least after a certain tech or specialization. Why can farms only go on flatlands? Why can mines only go on hills? It doesn't make sense. And also bring back planting forests.I misread your post the first time, and I'm glad I re-read it because I was just about to propose this exact same idea.
To elaborate, I think this is a fantastic idea that can help address several common complaints, including premature urban sprawl, as well as one of my own.
With regards to urban sprawl, this change takes warehouses out of the building pool, which I think is a must if we want to impose a new restriction like "no buildings allowed outside the first ring". That rule is bound to severely restrict how many buildings you can have in a city, and it could make cities next to resources, mountains, navigable rivers and coastal tiles uncompetitive. Excluding Walls and City Centre buildings, there are currently 19 buildings in Antiquity, but if we exclude all the warehouses, that number drops to 14.
I would couple these changes with other changes like:
- Allow cities (but not towns) to construct districts on resource tiles at the expense of permanently removing the resources.
- Make the Bridge a special-function building, similar the Wall, that don't take up slots in districts.
Turning warehouses into improvements means that they're no longer permanent fixtures, and this is something that makes a lot of players hesitate to build these things. If a warehouse improvement is taking up valuable space for a wonder or a high-adjacency building, you can just remove it and re-build it elsewhere for a price.
I think Firaxis has been trying to incentivize players to overcome their dislike for warehouse buildings by adding more ways to improve warehouse yields (e.g. through city state bonuses and resources like turtles), but that's the exact opposite of what I would've liked to see. Warehouses, especially the production ones, were way too powerful to begin with, often even more powerful than many wonders. This is because of how early they unlock, how cheap they are, and the fact that it's so easy to increase their yields.
Here's what I would like to see instead. In addition to turning warehouses into improvements, we can introduce these rules:
- A settlement cannot have more than one copy of a warehouse improvement type. (This rule already applies to warehouse buildings. I'm just stating it explicitly since it doesn't apply to all improvements.)
- You can move a warehouse to a different tile without building over it, but you still have to pay the full price to re-build it elsewhere.
- A warehouse improvement can only be built on a pertinent improvement. (e.g. You can upgrade a farm to a Granary, but you can't upgrade a Camp to a granary. You already mentioned this.)
- A warehouse improvement adds yields only to the tile it's on and adjacent tiles with pertinent improvements that are in the same settlement.
This puts a hard cap of 7 on how much yield a warehouse can provide. In practice, it will be very difficult to reach this limit, partly because you don't want to put these in the first ring where your buildings need to go, and even in the second ring, you need to give up a district tile to even have a shot at a 7-yield warehouse. In addition, it'll be harder to place a district on a Mine and still be able to retain the same yields by immediately claiming a different Mine because the first Mine might've been within the warehouse radius but not the second one. As your settlement redevelops, you might find that most of its Mines, which used to be next to the Brickyard, are now in a different part of the settlement, and it might be advantageous to migrate the Brickyard to that side as well. At this point, you have to decide if re-building the Brickyard for 55 production for 1 or maybe 2 extra production per turn (until you decide to re-develop the new Mines as well) is a worthwhile investment.
The last little detail I wanted to mention is that I think only warehouse buildings in Antiquity should be converted to improvements. There are a couple reasons for this. One is that, since this change is partly motivated by the desire to limit urban sprawl in Antiquity, it makes sense to keep latter-age warehouses as buildings. If the one-ring rule goes away in Exploration, there's no reason to keep Exploration warehouses out of the building pool. Another reason for this is that Civ 7 has a pretty serious problem of buildings lacking individuality, and this gives us a way to distinguish Antiquity warehouses from their latter-age counterparts. I don't like how the Academy just feels like a second Library, and how the Observatory and University are just their direct replacements. Turning the Saw Pit into an improvement while keeping the Sawmill as a building can be a small step toward making Civ 7 Sim City interesting.
I don't think it's because rural tiles have bad yields. More often than not, when you kick out a citizen from a tile to re-develop it into a district, you get to immediately move that citizen to another tile that provides roughly the same amount of yields. If rural yields were boosted compared to urban yields, we'd still have the same problem.This I really think speaks to the advantage that civ 7 could have over civ 5 when it comes to city developement. I think, if they limit the number of districts a city can have (either a hard limit or a soft limit) then we have to make, perhaps tough, choices as to which building to place in any city. We also have to make the choice as to which tiles imrovement to surrender to the city districts. This of course is already the case, but right now i think that the tile yields are to low. I almost always think its better to place a building then keeping the tile improvement.
I want to amplify this a bit: Open up the possibilities to modify the terrain in general.PLEASE let us choose which improvement to put on each tiles, at least after a certain tech or specialization. Why can farms only go on flatlands? Why can mines only go on hills? It doesn't make sense. And also bring back planting forests.
As an example:Again, I can only say I support everything written in above post.
The ages system would play perfectly into this: Some tiles should simply be completely unusable or require tech specialization or civ-unique abilities in Ancient era (tundra, desert, mountains) to give just minimal yields. In Exploration era, you get more options to improve both those barren terrains and to increase yields from the fertile lands used also in Ancient, and in Modern Era, you get even more radical tools, allowing you to settle areas that was previously not sustainable or could only sustain very small settlements.
The ability to (with effort) to change the tiles around a city into something More Useful would tie in neatly to both making more meaningful decisions per turn and also to limiting the size of a city more realistically: if you can change a tile to make it useable by more useful Improvements, the pressing desire now to urbanize the tile should become less, and still allow meaningful cities on a smaller map footprint. Then allow the Improvements to Improve/Upgrade, and upgrading the city becomes more than a simple spread out further and becomes a combination of new urban structures, suburban Improvements, and with separate Towns, building up local trade to feed the urban center.
You've accurately described the game as it is now. The whole point of this discussion is how to change that for the better.I don't think that would happen. Early game there may be a bit of a difference, but by mid-game, I would end up pretty much with the same layout in my cities: I would choose the highest production yield tiles, put the best production improvement on it and use the other tiles for urban districts. So I would end up with a bunch of mines and woodcutters and urban districts - the same as I do now, but I would have to make more clicks to get there. Choosing between a woodcutter and a farm in a city would be a false choice: You would always go for the woodcutter once you got your first farming towns up.
With towns, there would be at least a choice which way to specialize (food or gold). But once you made that decision, every improvement you place is pretty much predetermined, as it should follow the town's specialization. Again, you would have to make a bunch of clicks for false choices, as the only really meaningful decision stays the town specialization.
You've accurately described the game as it is now. The whole point of this discussion is how to change that for the better.
Making a single decision and then having no other decision to make concerning the best yield from a tile or the best specialization from a town is precisely the sort of mechanic that should be changed, IMHO.
As in, suppose the town specialization is not just 'food' or 'gold'? As in the game now, the choice should be much broader, and changes from Age to Age should require you to rethink that choice. The town specializing in Food, as an example, might require you to add irrigation later to make use of the desert tiles within its workable radius - which weren't in the radius in Antiquity, but are in Exploration.
Or the Town that was specializing in extracting a Resource has the resource disappear in Exploration, but you can replace the extractive structure with a University and turn it into a 'college town' (Cambridge? Oxford? Urbana?) maximizing Science output. Or make it a Holy City with a set of Religious structures/Wonder in Exploration - assuming the game ever gets a religious mechanic worth diddly-squat.
You've accurately described the game as it is now. The whole point of this discussion is how to change that for the better.
Making a single decision and then having no other decision to make concerning the best yield from a tile or the best specialization from a town is precisely the sort of mechanic that should be changed, IMHO.
As in, suppose the town specialization is not just 'food' or 'gold'? As in the game now, the choice should be much broader, and changes from Age to Age should require you to rethink that choice. The town specializing in Food, as an example, might require you to add irrigation later to make use of the desert tiles within its workable radius - which weren't in the radius in Antiquity, but are in Exploration.
Or the Town that was specializing in extracting a Resource has the resource disappear in Exploration, but you can replace the extractive structure with a University and turn it into a 'college town' (Cambridge? Oxford? Urbana?) maximizing Science output. Or make it a Holy City with a set of Religious structures/Wonder in Exploration - assuming the game ever gets a religious mechanic worth diddly-squat.
I do think it would be nice to be able to move some rural tiles around between ages. Just because this town was harvesting lumber 2000 years ago doesn't mean that maybe it shouldn't shift to be a farming town now for some reason, and so it would be nice to be able to move a couple of those woodcutters over to be farms. I might do that sometimes right now by putting a random warehouse down to let me repurpose a tile, but it doesn't always work that easily.
This illustrates a circular trap of game design.Yes, more options to specialize would certainly be welcome. But I don't think improvement choice will accomplish this. In the end you will want to work the tiles which provide the best yield for whatever you are going for. So if you want to maximize production, you will end up with a bunch of mines, one way or the other. And the other tiles are free for urbanization. If you were to make a Holy City, you would place different buildings on those urban tiles, but you still want the mines to build all the structures and wonders.
Fair point, changing specializations is a case for changing improvements as well. However, in most cases, you would not really want to change specialization, as you are working the tiles best for the old specialization (if you optimized correctly for that).
This illustrates a circular trap of game design.
Civ has always (or at least, as far back as Civ IV) used Mines to equal More Production on a tile.
Therefore, More Mines equals More Production.
But that's only true if we keep the singular production enhancer of More Mines.
My whole point is that we don't have to, and, I maintain, we shouldn't.
Why should the same mine we placed in 3000 BCE still be equally important to our production capacity in 1950 CE? Especially when that mine was probably placed to extract tin, lead, copper, silver or gold, the earliest metals people used which, while still important, are not the arbiters of Production in the modern sense. And even more especially when the technologies of mining have changed drastically in the interim, requiring and allowing entirely different structures in brand new places to extract material we didn't even know was there before (while on the subject, kudos to Civ VII for making entirely new resources appear later in the game, at Age transition. I've been arguing for Variable Resources for years to keep the map interesting).
Also, Mines = Production is too simplistic. Production largely comes not from raw materials directly, but from what the people can do with them. Classical Athens had an entire district of Armorers - workshops where any type of armor or weapon or shield could be produced to order, and the shipsheds in Piraeus could whip out any type of commercial or military ship in short order, because all the timber, tar, sails, oars and other ship equipment could be manufactured on the spot. The raw materials might come from far away (ship timber was already being imported from Macedonia, as an example) but the Production capacity came from the Industrial structures and systems in place in the urban 'tiles'.
I propose that the gamer should have choices in his cites. towns and Civ: production should be enhanced by, potentially, a combination of mines and other extractive tiles (rural) feeding production facilities (mostly in Urban tiles) that turn the raw material into Useful Stuff - possibly very specific, as in military gear or ships, possibly very general because we definitely don't want the game to explicitly model the manufacturing of every tool and rivet in the economy. Some resources and their extraction should certainly be geared towards enhanced production, but an even greater bonus would come from matching the raw materials to the fabrication facilities in the city or town.
And most important, the extraction of raw materials and their fabrication into Useful Stuff (production, gold, culture, et al) would have to change (probably by Age in Civ VII) because the Resources on the map will change with every progression, and your capability to exploit those resources will change. There is, after all, a difference between a brick-built kiln smelting copper ores for Uruk in 2500 BCE (there were literally banks of kilns, up to 12 - 15, smelting the ore in quantities to 'feed' the city, a truely Industrial Process for the time) and a massive Steel Mill smelting iron ores and turning them into raw steel to feed industrial plants in the 19th - 20th centuries.
All of which means your antiquity Industrial Powerhouse might be much more marginal in production in Exploration or Modern Ages unless you find new sources for new resources and build new industrial plant to replace plant you can no longer feed - and may not want to.
The gamer should be faced with those choices, and should have more than a single Mine = Production equation with which to tackle the problems of enhancing his production - or any other bonus his civilization needs.