aieeegrunt
Emperor
- Joined
- Jan 8, 2021
- Messages
- 1,618
I find this kind of funny, honestly. Navigable rivers are a great idea in theory, but the feature is completely undermined by how terrible naval combat is. Since naval vs. naval combat is limited to melee attacks—and those do such pitiful damage—you can end up in a situation where a defending naval unit just sits still and heals every turn, and your attacking unit will almost never manage to kill it (you make 22-23 damage, but they heal 20 damage per turn).
In navigable rivers, the number of attacking units doesn’t even matter, because only one ship can attack at a time. That means you can block a river with a single ship, and as long as it heals every turn, it’s practically invincible. And if you’ve got two ships, you can just rotate them when one gets low on health. The result? Navigable rivers turn into impenetrable choke points.
It’s honestly wild how a feature with so much potential ends up being broken by such nonsensical gameplay mechanics.
This is Fireaxis in a nutshell. They come up with a great concept, then pick the worst possible way to implement it and do zero playtesting
I think the best implementation of tile improvement was done by Call to Power. Production had a slider to allocate production to Public Works, which is then used to improve a tile. I think its the most (dare I say) elegant solution to tile improvement mechanics.
Man, remember sliders?? holy moly - a really neat way to focus on certain aspects of your economy. What a cool way to simulate the struggle about guns and butter with a science/commerce slider.
The Civ7 system of only having to worry about tiles when you actually have the population to work one is the best.
The card slot system from 6 has grown on me a lot, but that is probably because of mods