Trav'ling Canuck
Deity
- Joined
- Feb 7, 2018
- Messages
- 2,959
Time for a Terminology Change?
I think the gameplay decisions from Civ 5 about "tall versus wide" have morphed in Civ 6 into "peace versus war". It may be time to drop the old terminology, too, in order to better assess how the existing game mechanics (and future changes) impact the real game decisions you face in Civ 6.
There's no reason in Civ 6 not to fill up all of your available space with cities. Under normal map rolls, without attacking anyone that's likely going to give you room for 5 to 10 cities in your starting area on higher difficulty levels, and a few extra cities on lower difficulty levels. Later game you may find room to place a few more on islands, or on tundra if you have a map edge. Rarely will you exceed 15 cities total under this game approach, and expansion is slow due to the escalating costs of new Settlers and the cost of 1 Population each. This, I think, is the "new tall", or perhaps I should say, "Peace is the new Tall". But it's not a 1:1 term swap, because peaceful isn't just fewer cities, it's also slower expansion.
Expanding to more than about 15 cities in Civ 6 isn't something that can be done (at least on higher levels) without taking cities from the AI. Once you start warmongering, you can quickly grow up to 50 cities, although the "most efficient" play in terms of speed of victory likely caps out at maybe half that. Equally important, you can get to your first 15 cities a lot faster, because there's no escalating cost for conquest the way there is for Settlers, and it adds Population rather than subtracting. "War is the new Wide". But again, it's not just that, war is also faster expansion.
Right now, there are a host of game mechanics that combine to make war far superior to peace in Civ 6. Discussions about balancing these two approaches on the forums are often couched in the old terms of "making tall play more efficient without penalizing wide play", but I think that's somewhat off the mark for Civ 6.
If you think there should be some relative balance between these two approaches (and one needn't necessarily think so - perhaps warmongering should be the easiest way to victory), I think the real question is more about "how do you balance the relative cost/benefits of going to war versus the cost/benefits of staying at peace"?
In that context, here are some initial thoughts:
Mechanics that Benefit Peace
I think the gameplay decisions from Civ 5 about "tall versus wide" have morphed in Civ 6 into "peace versus war". It may be time to drop the old terminology, too, in order to better assess how the existing game mechanics (and future changes) impact the real game decisions you face in Civ 6.
There's no reason in Civ 6 not to fill up all of your available space with cities. Under normal map rolls, without attacking anyone that's likely going to give you room for 5 to 10 cities in your starting area on higher difficulty levels, and a few extra cities on lower difficulty levels. Later game you may find room to place a few more on islands, or on tundra if you have a map edge. Rarely will you exceed 15 cities total under this game approach, and expansion is slow due to the escalating costs of new Settlers and the cost of 1 Population each. This, I think, is the "new tall", or perhaps I should say, "Peace is the new Tall". But it's not a 1:1 term swap, because peaceful isn't just fewer cities, it's also slower expansion.
Expanding to more than about 15 cities in Civ 6 isn't something that can be done (at least on higher levels) without taking cities from the AI. Once you start warmongering, you can quickly grow up to 50 cities, although the "most efficient" play in terms of speed of victory likely caps out at maybe half that. Equally important, you can get to your first 15 cities a lot faster, because there's no escalating cost for conquest the way there is for Settlers, and it adds Population rather than subtracting. "War is the new Wide". But again, it's not just that, war is also faster expansion.
Right now, there are a host of game mechanics that combine to make war far superior to peace in Civ 6. Discussions about balancing these two approaches on the forums are often couched in the old terms of "making tall play more efficient without penalizing wide play", but I think that's somewhat off the mark for Civ 6.
If you think there should be some relative balance between these two approaches (and one needn't necessarily think so - perhaps warmongering should be the easiest way to victory), I think the real question is more about "how do you balance the relative cost/benefits of going to war versus the cost/benefits of staying at peace"?
In that context, here are some initial thoughts:
Mechanics that Benefit Peace
- Warmonger points
- Military maintenance costs
- Builder cost escalation
- Governors (except for Magnus)
Mechanics that Benefit War
- Settler cost escalation
- Settlers subtracting 1 Population when built
- Military Upgrade System: build early >> build late
- Military Promotions: an active military gets stronger and stronger
- Districts/Buildings give flat bonuses: the more the better, regardless of the state of the city
- City States: bonuses are per district building
- Great Persons: arrive in proportion to the number of districts/buildings you have
- Era Scores/Ages: so easy to accumulate era score when at war
- Strategic Resources: 1 is good enough for your whole empire, the bigger your empire, the more likely you are to have 1
- Chopping: the more woods/stone/etc you get access to, the more you can chop
- Amenities: each unique Luxury supports 8 Population and broader empires can access more Luxuries; also, each city gets 2 Population that don't require Amenities, so the more cities the better; finally, Policy cards that provide +1/X Amenities per city provide a greater benefit to large empires [Edit: added]
Neutral Mechanics
- Envoys
- Eurekas/Inspirations
- Loyalty: cramps space for peaceful expansion at least as much as it hampers war
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