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Previous games didn't have a gameplay need for distant lands.
It’s still map generation though, I’d imagine the principles are the same. It feels like they were starting from scratch for no reason. I keep hearing things that sound like they were focused on balanced multiplayer maps as well.
 
It’s still map generation though, I’d imagine the principles are the same. It feels like they were starting from scratch for no reason. I keep hearing things that sound like they were focused on balanced multiplayer maps as well.
From my limited understanding of looking at map generation in previous games (in particular assignStartingPlots.lua - a thread I made actually turns up on Google when you search for it :D), calculating the geography comes in at a very early stage. That is to say, if you need to shape that geography, you're changing the map generation at a very fundamental level. Everything is layered on top of that (and there are multiple passes / layers assigned).
 
It’s still map generation though, I’d imagine the principles are the same. It feels like they were starting from scratch for no reason. I keep hearing things that sound like they were focused on balanced multiplayer maps as well.
There are a number of reasons for the different map generation. Just to give a couple examples. First, there needs to be two distinct areas for Homelands and Distant Lands that are separated and inaccessible. That wasn't a thing in previous Civ games. Second, they wanted to fix the problem that previous civ games had and that a lot of people complained about of civilizations that were dependent on terrain bonuses not starting in a region with that terrain, so people were restarting the game several times just to get a suitable terrain start. They had fixed this in Civ 7 by redoing map generation to create a small starting region around each civs first to ensure the civ had the relevant terrain nearby, and then stitching those pieces together in the larger map. This is a big part of what leads to the blocky nature of continents, because as they mention in the dev article, the fractal noise generation used in previous games and initially in Civ 7 is fine if you're generating a uniform map as one whole piece, but not as good if you're generating a map based on smaller fragments. So they needed to find a different method of map generation that works with those things.
 
Why can't they do that ? I mean restrictions are respected there.

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They are placing too much focus on "Balanced starts" IMO, that what gives us only symmetrical, rectangular, inorganic maps.

From the discord:

From the Devs: Improved Map Generation @News Notifications

It's a busy news day!
:civ_intensifies:
Ken Pruiksma, Senior Graphics Engineer at Firaxis, shares some behind-the-scenes updates on two new map types coming with Update 1.2.5, and an improved map generation technique in Civ VII.

Read it here: https://2kgam.es/4gCen9P

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Okay, that question was answered really, really fast :goodjob:
 
Seems like this patch will bring some useful improvements, and more than initially anticipated, even if it's not quite everything many players hoped for.

For me and from an outside perspective (not played VII yet for a few reasons), two aspects around ages and civ switching could be improved with potentially proportionate effort:

1. Give more options how to achieve each legacy path. I was initially quite surprised that there is one - and only one - way to progress along each legacy path. And I'm not surprised that this makes games feel samey quickly and burns players out. Sure, there is still choice on which paths you prioritise etc. but it's quite jarring and unnecessary. Since there are so many of them, it's not a straightforward solution, but one elegant approach could be, in so far as it's possible, to complement earlier age legacy paths rather than replacing them. For instance, you can meet the exploration age culture path be either collecting and displaying relics or building wonders. And modern could be wonders, relics or artifacts. You can still place emphasis by setting higher thresholds for "older" path elements, but it would give so much more flexibility in how to play the game. I appreciate it's more difficult for the other paths, where you cannot really just add the previous ages. But the idea of more flexibility remains and would seem to help replayability a lot.

2. More fluidity in age transitions. I'm personally fine with the concept of age transitions and civ switching. I played Humankind and really liked it in many respects. While Civ switching wasn't my favourite, I didn't mind it too much. But even with all the build-up of the age transition, so much happening from one turn to the next seemed quite jarring. Maybe one solution would be to have "change cards" similar to the crisis cards, which you need to slot as the crisis develops and which introduce those changes gradually. Like, one could be around all armies retreating to the home land; another about losing your civ unique power; another about losing the ability to build unique units/ buildings, and so on. That way, your current civ gradually disintegrates but you have some choice over what goes first.

Yes, that would probably be quite complex to program for the AI. And No, it wouldn't necessarily make a classic mode harder to implement. All those lost uniques could instead be framed as a dark age, as we had in VI, and you could then emerge as an advanced version of that civ, maybe with an upgraded version of the unique ability or whatever else a classic mode would entail, if it ever happens. Just that the above idea shouldn't interfere with it too much.
 
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