megabearsfan
Prince
I really like how much more relevant the map is in Civ VI, and how much more it defines the style of play and the final shape of a civilization in a given playthrough. However, I do think that there's still a lot of "dead space" on the map that isn't really useful for much.
The Civ games have always treated oceans less like an actual part of the map and more like just dead space between continents - a simple obstacle that must be overcome before seeing the other continent. There's never really been much (if anything) to do in the oceans except for the occasional naval engagements. Civ V Brave New World's trade routes made the oceans a bit more lively by forcing you to have to protect your cargo ships, but having to move your frigates or battleships one tile at a time to protect an ocean-going cargo ship was tedious and boring, and I rarely bothered doing it. Beyond Earth: Rising Tide took the usually bland oceans and made them into lush, lively places that you could actually explore and settle. Obviously, I don't expect Civ VI to have floating cities like in Beyond Earth, but I do wish the game would add more mechanics and options that are friendly towards coastal and island cities. I really do feel like Coastal and island cities in Civ VI are very weak, in part because water provides no production, and because having lots of water leaves little room for districts.
I've written a blog post with some ideas for improving water, mountains, and national parks:
http://www.megabearsfan.net/post/2017/02/05/Civ-VI-wishlist-map.aspx
But I want to list out some of these ideas on the forums here too, so that players can discuss the ideas or add their own ideas.
So here's some ideas for improving water:
1.) Make coastal cities more productive. Have an early policy that grants either "+1 production in coastal cities, +1 production from harbors", and/or "+33% towards Harbor districts and buildings for that district" (Harbor equivalent of Veterancy).
2.) More water infrastructure:
3.) Water improvements:
4.) More resources and features in water:
1.) Have buildings and wonders that can be built on mountains. Examples:
Lastly, I also think the game should loosen some of the restrictions for National Parks. Since national parks are typically in remote areas, it doesn't really make sense that the game forces all of a national park's tiles to be inside the same city, especially since most of a national park's bonuses are regional anyway.
What does the community think of these ideas? Anyone have other proposals for improving some of these dead space areas of the map?
The Civ games have always treated oceans less like an actual part of the map and more like just dead space between continents - a simple obstacle that must be overcome before seeing the other continent. There's never really been much (if anything) to do in the oceans except for the occasional naval engagements. Civ V Brave New World's trade routes made the oceans a bit more lively by forcing you to have to protect your cargo ships, but having to move your frigates or battleships one tile at a time to protect an ocean-going cargo ship was tedious and boring, and I rarely bothered doing it. Beyond Earth: Rising Tide took the usually bland oceans and made them into lush, lively places that you could actually explore and settle. Obviously, I don't expect Civ VI to have floating cities like in Beyond Earth, but I do wish the game would add more mechanics and options that are friendly towards coastal and island cities. I really do feel like Coastal and island cities in Civ VI are very weak, in part because water provides no production, and because having lots of water leaves little room for districts.
I've written a blog post with some ideas for improving water, mountains, and national parks:
http://www.megabearsfan.net/post/2017/02/05/Civ-VI-wishlist-map.aspx
But I want to list out some of these ideas on the forums here too, so that players can discuss the ideas or add their own ideas.
So here's some ideas for improving water:
1.) Make coastal cities more productive. Have an early policy that grants either "+1 production in coastal cities, +1 production from harbors", and/or "+33% towards Harbor districts and buildings for that district" (Harbor equivalent of Veterancy).
2.) More water infrastructure:
a.) Boardwalk District = basically a water equivalent of an Entertainment district and Theater district. +1/2 Culture per adjacent water tile, +1/2 culture per adjacent district. Buildings could include:
- Wharf | Pier = +1 Production, +1 Gold. Maybe grants +1 Appeal to adjacent land tiles?
- Marina = +1 Amenity, +1 Culture. Maybe grants +1 Appeal to adjacent land tiles?
- Aquarium = (exclusive with the Maritime Museum) +2 Science, +1 Amenity. Amenity extends to all cities within 6 tiles.
- Maritime Museum = (exclusive with the Aquarium) +2 Culture, +1 citizen slot, +1 Writer point, +2 Artist point. Holds shipwreck artifacts and gets theme bonuses from them.
b.) Canal District = must be adjacent to city center and to an ocean. Allows naval units to cross.
3.) Water improvements:
a.) Fishery = A water farm. +1 food, +1 extra food when built adjacent to 2 other Fisheries.
b.) Seawall = must be built adjacent to land. Provides +1 culture on the tile and increases the appeal of adjacent land tiles. A late-game tech or civic could probably buff this improvement with tourism and/or gold
c.) Wind Farm = must be built on water. Provides production.
b.) Seawall = must be built adjacent to land. Provides +1 culture on the tile and increases the appeal of adjacent land tiles. A late-game tech or civic could probably buff this improvement with tourism and/or gold
c.) Wind Farm = must be built on water. Provides production.
4.) More resources and features in water:
- Reef (feature) = 3 food, 1 science. Possibly counts as "rough terrain", slowing naval units and possibly providing combat penalties.
- Shoal / Sandbar (feature) = 2 food, 1 production. Possibly counts as "rough terrain", slowing naval units and providing combat penalties.
- Kelp (resource) = +1 culture, +1 food with fishing boat. Appears in shallow water.
- Silica (resource) = +1 production, +1 production if mined. Appears on coastal land tiles and on shoal/sandbar water tiles.
1.) Have buildings and wonders that can be built on mountains. Examples:
- Observatory (building / district) = requires Astronomy technology. Can be built on a mountain adjacent to a Campus district.
Provides +2 Science, +1 Culture to the city, and has one citizen slot. - Ski Resort (building / district) = requires Natural History civic. Can be built on a mountain adjacent to an Entertainment Complex.
Provides+1 Culture, +1 Tourism, and +1 Amenity to the city. Amenity extends 6 tiles. If the mountain is also on Tundra or Snow, then it also provides +1 Appeal to adjacent land tiles. - Machu Picchu (wonder) = Not sure what it would do, so open to ideas...
- Neuschwanstein (wonder) = Again, not quite sure what it would do, so open to ideas...
Lastly, I also think the game should loosen some of the restrictions for National Parks. Since national parks are typically in remote areas, it doesn't really make sense that the game forces all of a national park's tiles to be inside the same city, especially since most of a national park's bonuses are regional anyway.
What does the community think of these ideas? Anyone have other proposals for improving some of these dead space areas of the map?