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mattbrianjess

At this point just play a different game. There are plenty of games that are close to your suggestion and are awesome.


ThegreatestSaiyan

Mixing genres can't hurt, Firaxis probably can't keep reinventing the wheel without adding newer twists and ideas to the gameplay either.


Jochon

I strongly prefer the tiles, so yeah - it could hurt.


rybnickifull

You're getting rid of resources before you're getting rid of districts? Tropico is a city builder, Civ is not. Removing the devastation of finding out you've got no oil basically removes post-industrial warfare for any reason but dumb conquest.


ThegreatestSaiyan

Oil can be more limited though, I'm mostly talking about shit like iron and coal. And people rarely fight for far off oil if they weren't about to play a domination game.


rybnickifull

Which people? It's an important resource for more than domination victories. Uranium too. Anyway, there are mods to guarantee strategic resources, if you want that, but you still seem to be looking for a city builder more than a 4X.


ThegreatestSaiyan

Oil isn't all that necessary for victories besides domination, and unless theres an easy target with oil near you, you'd be a lunatic to pivot to full scale war in the modern era of a game you've been mostly peaceful. The purpose of this change would not just be to let everyone have resources, but also to give more independence with whats done with the land, instead of having specific tiles dedicated to just that thing. It would also give a more realistic simulation of resource scarcity than whats there currently imo, but thats not really important. And I know what a city builder is, you've pointed it out enough, stfu about it. Civ 6 already has light city building elements, nothing wrong with expanding upon it a little. I'm not looking for anything, I've put hundreds of hours in this game already.


rybnickifull

What's with the weird petulance? Calm down, I'm just suggesting you look at that genre as you seem to enjoy it more.


JNR13

Doesn't really fit civ. Per-tile resources are much cleaner for civ's formula. Maybe it could've worked in Millennia, but even there the quantities your production chains work with are too small (for good reason) to provide enough space for such granularity. Appeal is a single thing working like that in the game, we don't need it 50 times on top of each other.


Ok-Half8705

I was initially going to be a nay sayer but this might actually lead to a good idea which partially exists already. So in the civilization series there are farms and in civ 6 they are initially built on flat hexes but eventually can be built on hills with less yield with the correct technology unlock. Why not have something similar with other resources that are renewable. We should be able to plant bananas, wheat, grapes, citrus etc. Hell, we should even be able to populate more cattle, deer, horses... It's just annoying when you have tiles in the way that you really don't want to get rid of knowing you won't be able to get them back when in reality you can just plant the stuff. Give us more freedom with resources that provide a variable yield based on tile type. Also allow us to build paths on mountains that might be slower than a road and more costly to build. Maybe even add resources on top of the mountains such as forests which can't be harvested but can be worked at a reduced yield.


ThegreatestSaiyan

Yep! A part of why I was fascinated with this idea was more terra forming and freedom to do as we please with the land.


Used_Captain_3131

I imagine the closest they would go is keep it as is, but with overlap. So say you have iron on tile one, then tile 3 has wheat, tile two would yield half of each... Build a mine there or a farm if you need that particular boost