- Feb 14, 2011
I think this makes the map too static and pre-determined for the needs of a Civ game.Now you're talking. I have a similar idea: having a two-scale map instead of a single-scale one. At the primary scale (small-scale) tiles represent provinces, while at the secondary scale (large-scale) tiles are smaller divisions of a province. So at the secondary scale, the city center takes up one tile. (Some buildings), districts and wonders take up a tile each. Other buildings can slot into the city centre and other districts. You can have multiple cities/towns/hamlets in the same province, you can only directly control cities, and towns and hamlets function on their own. You can convert towns and hamlets into cities, but doing so will cost you administrative resources.
Battles will be initiated at the primary scale level, when two enemy armies are on the same province. Battles are fought on the secondary scale. Time moves more slowly at the secondary scale, that is to say, a battle at the secondary scale will have multiple turns equivalent to a single turn at the primary scale (a la Humankind's mini-turn battles).
Units will traverse the map at the primary scale. So will take less turns to move from one end of the continent to the other. This will better reflect the time scale of the game, meaning that units don't take half a century to move from Gibraltar to Andorra, to give a True Earth map example.
If we want to go even crazier, there could be a tertiary level for cities. So it goes like this: world map -> province map -> city map. Each province can have multiple cities, and each city will have its own mini-map, perfect for players who love city-building at a more micro scale.