Alex said:
Yeesh, without gameplay rules that really took into account a continuous representation (as opposed to a discrete ones, like board games with spaces), this wouldn't be much of an improvement. All it would do is make things more complex without adding anything to the game.
On the other hand, if you do add rules to make use of this system, you have to make sure they make sense in the context of a civ game. Personally, I am ok with hexagons or squares (though I prefer squares that connect on the edges) for a civ game. While distances are certainly important in a civ game, I think that a continuous map would be better placed in games where careful positioning of many units where more of an issue.
Of course the rules would need to take into account life without squares or hexes, but I don't see it as a huge change. Instead of pathing by moving straight and diagonal, just drag your units where you want them, and let the computer figure out on the fly how far you can take it in one turn, stopping your unit there when you go to drag it farther. Then you decide if you want to drop it there or not. Group units together just like in Civ 4 and calculate the movement based on the slowest one. Whatever.
And cities, instead of clicking on squares, just let it happen. Pick from a few areas of focus, the way you can in current civs, but instead of filling in a bunch of squares (instantly) with a large fraction of your workers per square, just let the computer put up little farms and little mines and whatever in an ever-expanding circle, further away for the choicest terrain, and only using the crappy stuff when the rest is filled up.
I don't know, I don't see it as a big problem, but I'm no programmer.
To be honest, what I also considered right around the corner during the 386 days was the same game, just with 9x as many squares. Make them smaller, and make each one matter less. I've always supported an increase in complexity coupled with an increase in automation. The less each click matters, the easier it is to cede control to the AI and focus more on the cool parts. Then again, for a lot of folks the micromanaging is the cool part. I dunno.
Finally, I've always wanted raiding parties/warbands/legions/armies of mixed types of units, of which you control the composition, instead of giant formations of all cannon, all spearmen, all knights. I wanted my units to look like masses of different troops seen from way high up, as opposed to pretty pictures of this type or that.
But I still loves me some Civ, so I'm pleased they're making another one, and making some changes. Now make them bring back SMAC.