Leyrann
Deity
I totally agree with this one. Before OldWorld and Humankind were available, I thought a Region System would be fun and also more immersive and realistic, but having experienced the region system in OldWorld a bit and followed multiple Streams of Humankind games, now I'm pretty sure that a Region System, while potentially balanced and realistic, takes away a lot of the fun and player control from the Game. I enjoy building settlers and sending them to distant Lands too much to sacrifice them to a boring limiting system. There are other ways to represent a Region System, like in the Ideas you have represented, City shared Production/Projects (similar to Humankind), regional Governors...etc.
I think Regions should be just Map Territories that mainly have 2 Gameplay roles and a visual one:
- Terrain/Features appearance should change based on Region (Visual) + same variation in the resources and Yields between Regions (Gameplay).
- Influence (Gameplay): Players spawned in a Region will have more influence in that Region, making them easier to influence minor Cities, and new cities they settle there are more resistant to foreign influence (like Identity/cultural pressure). Fighting in home Region increases Combat Strength and conquering a Capital City in a foreign Region is an act of Dominance and allows for more influence over that Territory (making Conquest more strategic).
Actually, no, even better, this is giving me ideas. Create small regions, something like 8-12 hexes each, with boundaries formed by rivers, mountain ranges, hills or just flat land (perhaps a river too minor to show on the map). Then there are larger regions which are made up of a bunch of smaller regions (perhaps you can even make these dynamic?), which themselves make up continents. Imagine Galicia -> Iberia -> Europe. (or maybe four tiers instead of three?)
Then, every small region can have one settlement. These are not necessarily cities, but function as hubs for their own region, and can be settled in any tile of the region (perhaps you can even add a mechanic where two settlements settled adjacent to each other might combine the two regions into a bigger one?). Larger, more important settlements are cities, and function very much like cities as we know them in Civilization. The smaller settlements are not full-fledged cities, but help you control land. Perhaps they can be linked to a city and share production with it, or perhaps they simply have their own, more limited, build options. You can also exchange food, and maybe production, between linked settlements/cities, allowing you to specialize for farmland, production, and urban areas.
There should be a balance between settlements and cities, where expansion is done with settlements, but at some point you want to start converting some (but not all!) of them into cities. Perhaps cities should have loyalty or happiness requirements that need to be met, or otherwise they might rebel, alone or several together, and even form new civilizations, but if you can keep cities loyal, they give more rewards than settlements, which are limited in their capabilities and receive penalties if they're too far away from a city.
Another thing this allows is for more minor wars. Settlements would be significantly easier to conquer than actual cities, so rather than either flipping a large swath of land belonging to a city, you can simply have a settlement or two change hands. Perhaps you can even introduce methods to flip individual tiles.
In addition, you could tie this into the district system, where districts now need to be adjacent to the already existing city (rather than being placed anywhere), and the number of districts a city can have depends on the number of settlements that are associated with a city. Adjacency bonuses are moved to settlements, which can specialize in different areas and receive bonuses depending on their terrain; for example a settlement in an area with mountains generates bonus faith if specialized towards it. Perhaps also reduce (or even remove) the production cost for the base district to go with it, turning them more into some sort of zoning thing, where the actual production cost goes to the buildings. This would also go a long way towards fixing Civ 6's production cost issues.
Bit of a wish-list item rather than directly related to this, but I would also love to see an implementation of technological diffusion, which could perhaps be related to this, and having that would also open the way for settlements to form in areas that no major civilization has settled, which can then turn into city states and eventually actual civilizations. There could be several methods for this (as well as city-states in general), but I don't think I should dive into it further or this post will get too long.
One last thing I shouldn't forget to mention: settlements should not be locked to a city that is part of their own higher-tier region, but there could be penalties associated with not following this, such as reduced loyalty, reduced yield generation, et cetera. Which perhaps can also be overcome by policy or simply time.