[GS] Playing tall revisited

Playing small, aka having few cities should not be optimal ever since that simply mean you can sit around in a corner and win while ignoring the other civs.
Playing tall, aka having well developed cities should be alot more important than it is now.

Currently the optimal strategy is wide (having alot of cities) + tiny (Little development per city), it should be wide + tall that should be what we see which was the optimal play in civilization IV which is maybe why Civilization IV is still considered so good, in civ V it changed to small and tall being pretty strong or even optimal and now we have civ VI which did a 180 turn on civ V.

The first tier Government Plaza buildings intended to do this. Not for one city but there is clearly buildings intended for tall, peaceful wide and conquer wide. IMHO the Audience Chamber turned out to be decent at both tall and wide. If you had to have 3 promotions to get the bonus and lowered the loyalty penalty to say -5 or -10 it would be a more distinct choice.
I Agree that the government Plaza buildings could be alot more interesting than they currently are and also a 4 tier should be added for future governments.

And that's exactly the issue in Civ6. It doesn't provide effective limit to how much can be administered (at least to a human player who knows how to play around loyalty). I think every previous installment had some mechanism that limited or slowed down the expansion (unhappiness, corruption, Civ5's national wonders, etc.)

In the current scheme, for example, later governor promotions (or even some governors, like Pingala) could be unlocked not by tech/civic progress, but by 'population density'...

Super easy way would be to take the loyalty system and add a disloyalty based on distance from the capital/center of government. As the game progress your cities on other continent may revolt and start their on civilizations to represent Colonial revolts and conquered cities may also start to revolt to represent nationalism. This mean building an empire on conquest may be risky as it could collapse into revolts.
 
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The loyalty system is an awful mechanic that should have never made it past playtesting. It’s incredibly restrictive, and just totally unfun.

I don’t think the game needs to have any mechanism in place to slow down expansion at all (civ 5 had the culture/science negative modifiers) but instead just have positive effects to reward large cities, much in the same way 95% of the current civ 6 mechanics/buildings reward wide play.

I think it would make sense if two civs, both with a population of 100 across their whole empire should be comparable in power level. One civ might have 4 cities that each have 25 population, and the other might be 10 cities each at 10 pop.

Perhaps this doesn’t make sense thematically or realistically, but damn does that sound like a fun strategy game I want to play!
 
The loyalty system is an awful mechanic that should have never made it past playtesting. It’s incredibly restrictive, and just totally unfun.
I find the loyalty system to be a better expansion limit mechanic that something like happiness or city maintenance since it is more organic and make more sense and there is more possibilities with it as seen with ages and that cities can affect each other loyalties.

I think it would make sense if two civs, both with a population of 100 across their whole empire should be comparable in power level. One civ might have 4 cities that each have 25 population, and the other might be 10 cities each at 10 pop.
I think larger cities should be more rewarded per pop than small cities because you can spam alot of small cities while large ones have much higher investment and currently stuff that would help large cities such as wonders are underpowered for their cost, especially since you can conquer them.

The main reason to have small cities should be to Control resources but I don't think they should contribute much to your empire or maybe even be a drain like they could be in civilization IV. This also make it risker to go on a settler spam vs growing your capital.

Resources could be made more intresting such as having them needed to build buildings which would add use for stuff such as stone and copper.
 
For our historically minded folks...
the wide+tall empires of history (large and well developed) have generally been absolute steamrollers as long as they have been unified.
What we see today is a lot of tall countries in the first world, and some wide ones in the third, and a few wide+talls.

Anyways, the reason I mentioned basing an empire's potential benefits & costs on their citizens (instead of cities) was because you can then move away from a "revenue model" of empire power (in civ6, you basically get science by having the campuses, for example) towards a "profit model" where you are looking at how much benefit you get from your citizens less the cost of administering to them.

With equal resources coming in, this allows an empire to be "high margin" on fewer or more compact citizenry, or "low margin" across a larger/ more dispersed citizenry. Think modern Germany vs Soviet Union. Civ5 did some things right in this regard I think, such as around golden ages, but although as was mentioned you don't want small to ever be the best. That just doesn't make sense. There should never be a point where an empire that can afford to expand shouldn't expand because they'll never profit from it. (I think civ6 goes awry on this one spot; basically you can always afford to expand, and there should definitely be scenarios where you cannot.)
 
I find the loyalty system to be a better expansion limit mechanic that something like happiness or city maintenance since it is more organic and make more sense and there is more possibilities with it as seen with ages and that cities can affect each other loyalties.


I think larger cities should be more rewarded per pop than small cities because you can spam alot of small cities while large ones have much higher investment and currently stuff that would help large cities such as wonders are underpowered for their cost, especially since you can conquer them.

The main reason to have small cities should be to Control resources but I don't think they should contribute much to your empire or maybe even be a drain like they could be in civilization IV. This also make it risker to go on a settler spam vs growing your capital.

Resources could be made more intresting such as having them needed to build buildings which would add use for stuff such as stone and copper.

Although I don’t love loyalty, I agree with you that it is better than the other limiters

I like the idea of needing certain resources for making buildings. That reminds me of when the resource marble would give you a small 5% boost to producing wonders. Actually, I’ve been thinking recently that they should just remove amenities/happiness all together, and just give each luxury unique small bonuses like the marble one. Then it would make trading luxuries far more interesting...
 
But if a size 30 city can have a dozen campuses.... then it would make it competitive with 5 size 6 cities, etc
because in real life we have many cities with universities rather than just 1. And we do not see London or new your with the best universities just because they are the largest.
I know what you mean in game terms but for goodness sake, tall works and it is optimum for cultural victories, wide should have some type of admin/unhappiness overhead but that has caused a lot of disgruntled players in the past so they are likely avoiding.
The government plaza buildings don't make a big enough impact to even consider talking about, I wish they did
I disagree, the mechanics are subtle but all 3 of the starting ones are useful, 2 out of 3 of the second ones are and one of the third is vital for an SV.
Playing tall, aka having well developed cities should be alot more important than it is now.
Why is that? Large cities end up being less efficient in real life than lots of smaller ones. And last version we had tall ruling, why can this version not have wide for variety?

This thread seems to be civ5 hangover
 
Why is that? Large cities end up being less efficient in real life than lots of smaller ones. And last version we had tall ruling, why can this version not have wide for variety?
Civilization V was pretty bad but civilization VI is not much better here but unlike civilization V there is no direct competetion between number of cities and number of pops per city so having alot of cities don't mean they have to be underdeveloped or that playing without building tile improvement is the optimal way to play. Also small cities are not more efficient than large cities in terms of economy.

wide+tall empires
This should be what should be the optimal and that was pretty much the case in civilization IV. You wanted to expand but you also wanted to build up in a reasonable way, not spam campuses and leave cities without any tile improvements or anything else.
 
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Although I don’t love loyalty, I agree with you that it is better than the other limiters

My problem with loyalty is I'm not quite sure what it could be or how well it might work, because under the current rules it's so heavily weighted to the relative population of nearby cities.

Which is fine for limiting forward settling, which seems to be it's primary purpose. It works great for that. It could potentially work well for other things, too, but it's a tag on system layered on to an existing game rather than being designed from the ground up as a core mechanic, and it shows. There's a lot of things (amenity-based yield changes, Spy-incited rebel units, etc.) that could be consolidated into a more thoughtful design, but that requires a desire to have this type of empire management as part of the core gameplay. Civ 6's core design premise is "win your way". Empire management gets in the way of that, hence we get things like Loyalty which removes a player irritant (AI forward settling).
 
The loyalty system is an awful mechanic that should have never made it past playtesting. It’s incredibly restrictive, and just totally unfun.

I don’t think the game needs to have any mechanism in place to slow down expansion at all (civ 5 had the culture/science negative modifiers) but instead just have positive effects to reward large cities, much in the same way 95% of the current civ 6 mechanics/buildings reward wide play.

I think it would make sense if two civs, both with a population of 100 across their whole empire should be comparable in power level. One civ might have 4 cities that each have 25 population, and the other might be 10 cities each at 10 pop.

Perhaps this doesn’t make sense thematically or realistically, but damn does that sound like a fun strategy game I want to play!

The loyalty mechanic doesn't slow down expansion so much as it prevents forward settling to gobble up territory from your neighbors and backfill later.
 
Man. There's so much in this thread to unpack.

I'm not sure I'm even going to try...

Short version: what @Archon_Wing said.

Slightly longer version:
  • I'm not sure TvW is even a thing in Civ VI any more really. The game is more geared around a few big Cities and lots of Satellite Cities. But regardless, I think Civ VI's balance is basically right. Lots of Cities is better than a few Big Cities, but if you want to play Four City Tradition, Rationalism into Order, then you more or less can. Knock yourself out.
  • The only real massive tweak I'd want to the current TvW balance is a way to own cities but not really own them - eg vassals, puppets, whatever. It's partly a QOL issue - I don't want to have to directly manage so many Cities sometimes - but also more of a Roleplaying thing - I feel a bit silly having so many Cities across the globe painted in my Civ's colours, instead I feel like there should be some distinction between my central core Cities and what are essentially colonies. It's honestly not a big issue, but for wide empires I feel here's room for a bit more differentiation between core Empire cities and Colonial Cities or Conquests.

  • Loyalty is a fantastic system, more so now combined with the Resources System. What's clever about it, is that loyalty doesn't really track loyalty the way we think about it in real life - i.e. what your population thinks - and instead is largely based of population and modifiers. But, doing it that way makes it much easier to understand / predict loyalty on the map, lets it work much better as a cap on aggressive expansion, and somehow by juggling all the various modifiers kinda sorta gets loyalty to work quite a bit like real life (more or less). Like, if I capture another Civs Cities, and get Greivances against the original owner (which I'll have from the offset, or if I annoy them later), then those foreigners I captured will get more disloyaly; if I mismanage my empire (low happiness, dark ages), I'll struggle to hang onto my empire; if I have religious divisions, I'll have disloyalty. Loyalty is not perfect. It could use some more tweaking (e.g. Religion could have more impact), but it's pretty good.

  • Civ VI happiness mechanic is also actually pretty good. No, it's not a huge break on expansion or growth. But it's still pretty good. It could definitely have more impact and use some tweaking. But the basics of it are pretty good.
  • @Sostratus and @Trav'ling Canuck . I think the idea of empires being about profit is spot on - do I have a high volume low margin empire (basically "wide"), or low volume high margin empire (basically "tall")? I do think the game has room for a corruption mechanic, albeit that mechanic would need to be tweaked and updated. I think corruption would be particularly great in Civ VI because you could tie it to ages, loyalty, communications technology, government types and policies etc. Jesus. I really want to play some crumbling corrupt ottoman empire, or a tightly efficient Japan tiny super state, or maybe get to the 21st centuary and I have this massive wide empire with zero corruption because I have all the best governments and technology and everyone is taking happy pills.
This thread seems to be civ5 hangover

Agreed.

Civ 6's core design premise is "win your way".

Given how many times since the September patch the game has handed my backside to me (playing Immortal), I'm not sure this is really correct anymore. And it's getting less correct the more FXS keep adjusting the AI and overall difficulty.

Roll a spawn without Iron or Niter, and you are definitely not playing "win your way".

The game does still lack any real empire management though - Civ VI is never going to be EU IV or Sim City, but I do think some lite empire management would go a long way - and once you get your snow ball going the game challenge does drop off. But I'm finding the early to mid game I can't just push the game / AI around as much as I used to. I actually have to make hard decisions about what I do or don't do.

... Something else to think about it. I think FXS have maybe taken on an iterative design to Civ VI, with the result that they have been layering in particular mechanics at particular points in the game's development. I mean, they said something similar to this recently when they said they wanted to balance overall production levels before tackling coastal cities specifically.

FXS have also been willing to revisit mechanics from previous versions of Civ that might have been thought "off limits". I mean, they brought back disasters, even though until GS there had been all this discussion about how terrible Civ IV disasters were etc.

Where am I going with this? I think FXS might be persuaded to bring back a bit of empire management, including maybe something like corruption. To me, it's telling FXS haven't (yet) tied any loyalty mechanics or something similar to culture / tourism; and they also haven't introduced anything like Court Houses. FXS also keep saying "we're not done yet", and yet they gave us a whole lot of free maps, so they clearly don't just mean "map pack DLC".

I also think Civ VI has as of the September Patch become a really tight game, and that maybe people are missing a little just how tight it's got. I mean, for example, people are still complaining about how rubbish Monarchy is as a Government, while forgetting that (1) it comes earlier that Merchant Republic, (2) is the Eureka for getting Coursers, which are a super punchy unit, (3) Divine Right gives you +% Policy Cards for Wonders and, you know, Coursers and Knights (funny that), (4) Military Cards have gotten way more powerful at that stage at the game, given they give you +% for Coursers and Knights (funny that), +Horses and Iron for Coursers and Knights (funny that), +% for Encampments and Harbours (oh my), and +% for Pillaging which is awesome with Coursers and Knights (funny that). I could go on - but my point is, I think a lot of criticisms of Civ at the moment are directed at pre-June and September patch versions of the game.

I just think a lot of previous discussion points, e.g. Tall v Wide, the AI is rubbish, Georgia Suck, have just really failed to move on and see how the game has changed.

Or, to quote a thread from maybe a year or so ago: Tall v Wide is dead; long live Tall v Wide.
 
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Well much of it sure isn't pretty. It would be ok by me, though, if the game sugar coated history at least a little bit.

Plenty of games sugarcoat history. Civ already does to a degree, along with being a light hearted take... but no, more sugar coating would annoy me.

On a practical note, although domination requires one civilization to militarily conquer all other civilizations, in the real world, nothing even close to this has ever happened. The price of maintaining even a moderately big empire ended up being just too high. Another difference between Civ VI and reality is that, in Civ VI, conquered civilizations are permanently eliminated. In the real world, France, Germany, Japan, Greece, and Italy all have previously been conquered. And they are all in existence today.

Yes and no. A few empires have completely dominated their known world for a significant chunk of time. Of course they knew their was more beyond their knowledge, but that more wasn't a threat to them. Certainly the game takes liberties here; but it's hard to see how it avoids that unless it became more a simulator of localised areas.

Ok, for those who are saying 'a tall empire doesn't reflect history well enough' or 'lots of cities should always be best because it is realistic'

This is a game. It is not reality. There are many things in Civ (and all games) that are not realistic. Moving units around on a mechanical hex based grid is not realistic, but games are made up of many mechanics. In this case, those mechanics, I hope, are attempts to make a fun Strategy game at its core. So, first we have to answer what 'fun strategy' is...

I think that most people would agree that in Civ, 'fun' would involve a diverse range of strategic options. It is possible that I am wrong here, and perhaps strategic diversity isn't important at all, maybe things like immersion/pace/theme/controls/sound etc are more important. But I think we can all agree that Strategy is at least 'up there'.

If this is the case, then imo Civ6 struggles to achieve the same Strategic Diversity that other previous strategy games have offered in the past. To me Strategic Diversity is about having options, different ways to approach the game with grand strategy in mind. Now Civ6 does have lots of small tactical equations to solve, building small combos (think adjacency bonuses coupled with 100% adjacency policy cards) Where should I place this district to maximise my yields? What shall I prioritise building to maximise that eureka boost? This is enough to carry the game for some people, but for others we need more grand strategy options, simple tactics is not enough.

Wide vs tall is just one aspect of this, but it is an important player in this strategic depth discussion. I agree with the OP that it isn't present here, and I wish it was.

I have written another thread about all of this that got moved to the 'ideas and suggestions' forum:
https://forums.civfanatics.com/threads/improving-civ6s-strategic-depth.650084/#post-15554355

This is a game. A 4X game. It's not that I don't want to have different options nor strategies - VI in particular has done very well to rid us of their being an optimal way through the tech tree; which I think is a wonderful addition, as always prioritsing a similar path is boring. But I do also want to play a 4X game where I can expand.

As others comment about further down this thread I still think that IV got the limiting best, where your new cities had a heavy investment cost upfront, meaning that if you expanded too big too soon, your economy (and by that we're usually mostly talking science) tanked. It encouraged people to not expand too quickly, and to invest in their cities, rather than just leaving them empty shells. At least for the early game anyway. By the time one had courthouses and markets everywhere, that was less of a problem.
V's global happiness just sucked the complete fun out of the eXpansion side of 4X; and it wasn't thematic as IV's growth limiter was.

Sorry, but what do you consider a "head to head"? Yes, if you have a country like the US versus a country like Denmark to compete in a Space Race, without any outside interference, the US would obviously win. But do a happiness poll in Sweden vs Nigeria (10 million vs 200 million), or a cancer research project in Norway vs North Korea (5 million vs 25 million), and then what?

In terms of Civ it feels like you are purely talking about war. But if you look at a real life situation comparing Nigeria vs Sweden, I'd say on production, amenities, science, culture, gold, Sweden is doing better.

So, to quote you again "the desire for a few cities to compete on an equal footing with lots isn't realistic". Yes it is. To compare smaller countries to larger countries of exact equal science, production, gold, culture, amenities, per capita, and then have them on equal footing; that's not realistic. But that's not the point here. The point is that in Civ VI, you can't be a small country that's much better off than a large country, purely because you have a ton of fossil fuels (Norway, Netherlands, United Arab Emirates, vs Nigeria, North Korea, Afghanistan). And -that- is unrealistic.

When all other things are equal big will beat small. Clearly not all other things are equal between Sweden and Nigeria. Your U.S. vs Denmark comparison is closer to the mark.

That is how it should be, but like pointed out also by Sostratus above, really it's not. Because all yields in Civ6 are flat yields, in reality a tall city does not give you more of those yields. A pop 1 city with a fully developed Theatre district gives you the same yields - both actual yields and GPP - as a fully developed Theatre District in a pop 30 city. Clearly something is wrong here, both in terms of logic/realism and in terms of game design. Most likely they went down this design path to go away from the results of Civ5, where we were in the opposite boat and tall trumped wide, but by now it seems clear to me that the best approach probably lies somewhere in between: Either a mix of flat yields and percent/per population yields or an expansion of Civ6's idea of area coverage.

Personally, I'd like to see the AOE applied not only to IZ and EC, but also to things like Campus and Theatre District. The way this could work would be:

Campus District:
Serves cities within a radius of 6 hexes (just to stick to that number for the sake of the thought experiment)
  • Tier 1 buildings
    • Library: Provides +1 science and +1 culture and increases science and culture pr. population by +0.1. Can hold one great work of writing. Can serve up to 10 citizens.
    • Parochial School: Provides +1 science and +1 faith and increase science and faith pr. population by +0.1. Religious pressure from city doubles, foreign religious pressure halved. Can serve up to 10 citizens.
  • Tier 2 buildings
    • University: Provides +2 science and increases science pr. population by +0.2. Can hold two great works of writing and two specialists. Can serve up to 20 citizens.
    • Observatory: Provides +1 science from each adjacent mountain and increases science from specialists by +1. Can hold two specialists.
  • Tier 3 buildings
    • Public School: Increases science pr. population by +0.2. Can serve up to 20 citizens. Additionally provides +1 amenities in local city.
    • Research Lab: Provides +3 science and increases science from specialists by +2. Can hold three specialists.
Now these numbers are just thrown randomly down, but the idea here would be to create a system where you can't just spam tiny cities with campus districts for linear growth, and on the other hand, one campus district can't just serve an infinite number of citizens when cities grow big, so once your empire becomes sufficiently tall, you need to build more campus districts - possibly even more in the same city - to cover citizen numbers.

I like a lot of these ideas. :agree:

I remember feeling uneasy as well when I first began playing Civ 3 about 15 years ago. In fact, I told a friend, the guy who introduced me to Civ, that it felt wrong to have an optimal game-winning strategy of exploiting natural resources, building a huge military, and ruthlessly conquering all of my neighbors.

Of course, that's pretty much the story of human history, so "Civilization" truly is an appropriate name. And eventually I got over my discomfort. Now I just play for fun and to distract myself somewhat from the horrific reality of the outside world.

Do you feel more comfortable playing first person shooters out of interest?

It makes sense to me. Larger empires are harder to govern efficiently. Historically, there were limits on how the growth of empires, and it wasn't based on how much territory they could conquer. It was based on how much territory they could conquer and then administer efficiently afterwards. Whether you're talking growth by conquest or internal population growth, as political entities get bigger the tendencies of humans have been to split up again into smaller, more local governments that are more responsive to the needs/wants of their people. To me, that's why the bigger your empire gets, the harder you should need to work to keep your people happy.

Larger empires are harder to govern efficiently; and Civ could do more to address this; but the global happiness bandaid is unsatisfactory as is Civ III levels of corruption. I'll concede that throughout history this was the fall of many an empire, but we know that a game based on this experience isn't likely to incorporate that realistically as it wouldn't be fun for many players.

In Civ they'll win 9 times out of 10, in the real world that's not true at all. Innovation has not been concentrated amongst cultures that control the most territory or the most people. Innovation has been concentrated in compact cultural groups with the right social climate. Often that's aligned with large urban centres, not overall population.

The history of the world is a history of small groups innovating, and then taking over much larger and more populous groups. And then, typically, stagnating as they get larger and more ossified.

I agree and disagree. Ultimately if you look at where the inventions and innovations have come from, while overall they are spread out, it is the power houses of their day who have the lions share.

Tell me any civilization that was successful without building any tile improvements which is currently seen as optimal because a tile improvement cost possible 100+ production from a chop you could had instead. Civilization 3, 4 and 5 did not have this extreme short term explotation since these game did not have flat yield districts and buildings being so dominant.

Chopping should be watered down some how. I mean lumber mills is chopping! So you get to double chop? Sure, maybe there should be more (resources disappears sooner) or less intensive milling of resources, but yes, that too could be done better in game.

And that's exactly the issue in Civ6. It doesn't provide effective limit to how much can be administered (at least to a human player who knows how to play around loyalty). I think every previous installment had some mechanism that limited or slowed down the expansion (unhappiness, corruption, Civ5's national wonders, etc.)

In the current scheme, for example, later governor promotions (or even some governors, like Pingala) could be unlocked not by tech/civic progress, but by 'population density'...

VI has limits as much as any other version (happiness, housing, and loyalty). Have they got the balance right? Possibly not; but it is certainly better than III & V that were too hard on eXpansion.

To better or worse effect, depending on your tastes. The original corruption mechanic might have been the best of the lot, but it was tossed in the name of change, rather than being expanded into a more subtle system.

Not being able to settle a distant city that could produce anything in a meaningful time was not fun, nor realistic. And IV's happiness/health combo was much more subtle!

Civ 4's approach was more of a return-on-investment mechanic (up front cost for long term returns).

Which worked very well. At least early-mid in the game.

Civ 5's happiness system was either effective or horrible, depending on the type of player you are. My major problem with Civ 5's system was the late patch changes to the National Wonders, rather than the happiness system, but I also don't think that's the only (or even the best) way to represent the challenge of administering a growing empire.

The initial starting spot, I believe, is that this challenge has to be built into the core game, not tossed on later as an anti-snowballing mechanic. In other words, it should be part of the fun and the interest in playing the game, something that evolves and changes over time, and offers meaningful choices (where should I place my new governor in order to improve my control over that province? should I adopt a social policy to decentralize decision making, improving output but limiting my control over where it goes?, etc.)

But that's also part of a bigger picture issue of what type of game do you want Civ to be.

I like this later stuff you talk about :)

Obviously I was putting things on the edge, and I agree that there is some element of balance in Civ6 in the form of production costs. In my opinion it's a very bad way of doing it, because it's not a very fun game to play when you have to wait 30-50 turns for anything to be produced in a new city, but you can argue that it does put an effective block to the usefulness of new cities. That people didn't like it has been shown by the fact that governors now allow you to circumvent this restriction through faith and gold-buying districts. When that's said, all experience shows that the most effective way to win Civ6 still is to spam campuses, which goes to show there's still an issue (or at least can be, depending on your viewpoint of what's good and not).

Fair.

The government plaza buildings don't make a big enough impact to even consider talking about, I wish they did

Well if you are playing 3-7 tall cities, I can see where they give a significant advantage.

The loyalty system is an awful mechanic that should have never made it past playtesting. It’s incredibly restrictive, and just totally unfun.

Can't agree with this at all. Loyalty was the best addition in R&F; and certainly helped deal somewhat to ICS.

I don’t think the game needs to have any mechanism in place to slow down expansion at all (civ 5 had the culture/science negative modifiers) but instead just have positive effects to reward large cities, much in the same way 95% of the current civ 6 mechanics/buildings reward wide play.

But yes, that is the way I prefer to look at any favouring of tall play - it should be because of benefits, not because wide is unnaturally punished.

I think it would make sense if two civs, both with a population of 100 across their whole empire should be comparable in power level. One civ might have 4 cities that each have 25 population, and the other might be 10 cities each at 10 pop.

Perhaps this doesn’t make sense thematically or realistically, but damn does that sound like a fun strategy game I want to play!

Situationally yes. Every time? No.
 
Do you feel more comfortable playing first person shooters out of interest?
No, I never play first person shooters. I don't like them at all. I'm a man of peace, nearly always avoiding war in Civ 6, unless attacked — and then I will show no mercy. :cool:
 
No, I never play first person shooters. I don't like them at all. I'm a man of peace, nearly always avoiding war in Civ 6, unless attacked — and then I will show no mercy. :cool:

Legit answer.

Were you to play a FPS though, you'd accept that it is a simulation of killing people/animals/other. You may have a way of mentally coping (pretend it's a simulation of laser tag); but you wouldn't demand the game shifted out of its genre for your sensibilities. Maybe advocate for devs to make a new game that was FPS-lite; but demanding they change an existing popular property to suit your sensibilities is pretty rude.
Right?
 
..
The whole concept of districts and adjacency bonuses is a lauded innovation that I"m sure most here would advocate for maintaining when a Civ 7 eventually shows up. But districts allow cities can be "front-loaded" with bonuses. You can get more out of your adjacency bonus than out of your buildings, and indeed I often am just content to leave a a +5 mountain campus without a library for a good while. Sure, CS' make'em worthwhile, but CS's get gobbled up so aggressively by sore-loser civ's that begrudge rivals a suzerain bonus that it's often necessary to luck into one close enough to protect.
Well, then that would make me the devil's advocate.. :satan:
I would love a District revamp in Civ6, but I can live without it 'til Civ7.
Spoiler District revamp suggestion :
Basically, I think (most) districts (Encampment, excepted) should start unspecified and connected to city center.
Almost as suggested in https://forums.civfanatics.com/threads/districts-as-a-blank-canvases.637699/ , though I think present District concept is interresting, but being available this early is killing the game before it should be available, from Industrial Era - that would open up for a much more flexible play and less annoyment because of things that don't fit a plan made at start of the game.
New things could be people migration, bringing new opportunities in district planning.

Then I have other ideas about people, loyalty and leadership, but I think I would better save them to another thread.

Some other threads/posts I've found inspiring and would like to fit in..
https://forums.civfanatics.com/thre...t-civ-more-asymmetrical.649621/#post-15554604
https://forums.civfanatics.com/threads/september-update-thread.649352/page-15#post-15537938
https://forums.civfanatics.com/threads/districts-becoming-obsolete.647178/#post-15496715
https://forums.civfanatics.com/threads/mega-cities.645901/#post-15453478
 
VI has limits as much as any other version (happiness, housing, and loyalty). Have they got the balance right? Possibly not; but it is certainly better than III & V that were too hard on eXpansion.

Err, happiness and housing are much more limiting factors to city size rather than the empire size :D Loyalty - right, it kind of pushes you towards having a populated core but not enough.
 
because in real life we have many cities with universities rather than just 1. And we do not see London or new your with the best universities just because they are the largest.
I know what you mean in game terms but for goodness sake, tall works and it is optimum for cultural victories, wide should have some type of admin/unhappiness overhead but that has caused a lot of disgruntled players in the past so they are likely avoiding.

I disagree, the mechanics are subtle but all 3 of the starting ones are useful, 2 out of 3 of the second ones are and one of the third is vital for an SV.
Why is that? Large cities end up being less efficient in real life than lots of smaller ones. And last version we had tall ruling, why can this version not have wide for variety?

This thread seems to be civ5 hangover

And yet a small community college in a backwater town generates the exact same research as ones in New York or London? I'd say New York and London have some really good universities (not sure what universities you would deem as "best" though, but I'd say they would beat the ones in Montana or Alasaka)--and note the plural vs singular. Where there is more people, it should be possible to open up more universities.

In reality you would need to consider where it is worth to spend the resources to build a university and whether the payoff is worth the investment.
I say bringing back the +yield based on citizens in BNW from buildings would help! Wide already has its benefits but currently there is not much difference in a size 10 city VS a size 20 city.. things like war weariness and housing is already enough restrictions on tall play, IMO. It makes civs like Khmer rather weak.
 
Legit answer.

Were you to play a FPS though, you'd accept that it is a simulation of killing people/animals/other. You may have a way of mentally coping (pretend it's a simulation of laser tag); but you wouldn't demand the game shifted out of its genre for your sensibilities. Maybe advocate for devs to make a new game that was FPS-lite; but demanding they change an existing popular property to suit your sensibilities is pretty rude.
Right?
I don't know, maybe...

Years ago, while playing Civ 4 I think it was, I had the notion of creating a mod that would specially reward peaceful play. It would be something like everyone playing as Bhutan, where Gross National Happiness counts for far more than a big economy or military strength. I've lost all the notes I wrote about it at the time, and anyway I'm neither a programmer nor a modder, so it was really just an idea. I suppose you could do it now, in Civ 6, by altering the relative values of certain things, though I doubt most people would enjoy that kind of play.
 
And yet a small community college in a backwater town generates the exact same research as ones in New York or London? I'd say New York and London have some really good universities (not sure what universities you would deem as "best" though, but I'd say they would beat the ones in Montana or Alasaka)--and note the plural vs singular. Where there is more people, it should be possible to open up more universities.
I think it's logical that places that only do one thing like science would do it same the amount as other places with less population, it's only because larger cities can diversify with more districts that science adjacency can happen. It is possible to over-invest in science without enough areas to apply it and then it would be pointless.
 
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