historix69
Emperor
- Joined
- Sep 30, 2008
- Messages
- 1,412
Many newer games provide user comfort for casual players by allowing to switch buildings/improvements between tiles without costs, e.g. have a marketplace on one tile and a group of houses on another tile, the player can simply switch marketplace and houses if he wants. Some games allow to completely regroup whole cities or bases. This is similar to Civ games allowing to move population between city tiles and specialist slots without costs ... (actually switching pop from one side of a city to the other side in Civ games means that pop can move up to 6 tiles per turn ignoring terrain movement costs, mountains and water ...)
In Civ6, the switching/moving could apply to city center, districts and improvements and would remove the stress from player to plan a city ahead, which is not easy when resources are not yet discovered ... In times of War, the switching would allow an exploit to switch away improvements/districts before they can be pillaged, so maybe the switching/moving should be restricted to situations where no enemy units are close to the respective tiles.
For Deity difficulty the switching of districts would only be allowed for AI. (Casual Players usually do not choose deity ...)
In Civ6, the switching/moving could apply to city center, districts and improvements and would remove the stress from player to plan a city ahead, which is not easy when resources are not yet discovered ... In times of War, the switching would allow an exploit to switch away improvements/districts before they can be pillaged, so maybe the switching/moving should be restricted to situations where no enemy units are close to the respective tiles.
For Deity difficulty the switching of districts would only be allowed for AI. (Casual Players usually do not choose deity ...)