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Blockilization: Civ V's maps, resources and combat numbers - #47
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…s Civ VI's Spearmen and pikemen get +50% against mounted units (Civ V's), not +100%; Lancers and Winged Hussars Formation I's +33%. Siege gets +200% against cities, no defence from hills or woods, and a tile of sight. Armour has no penalty at cities and moves on after attacking. The Anti-Tank Gun and Helicopter Gunship get +100% against armour, and the Bazooka fires at range 1. Base numbers to Civ V's: Work Boat, Trireme, Anti-Aircraft Gun and Giant Death Robot costs; Ironclad, Mobile SAM and Rocket Artillery moves; Submarine and Nuclear Submarine range; Scout, Jet Fighter and XCOM strength; the Nuclear Missile takes two Uranium; the paradrop is 9 tiles again. Unique units to Civ V's numbers, with the promotions Civ V gives them in place of extra strength (inborn, not counted against experience). A corps's or army's bonus multiplies the other modifiers rather than being added to them, so it isn't diluted on a hill or fortified; their gold upkeep is Civ VI's 1.5 and 2 units'. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DJp3oDGF1p3b1w297oSHYf
Duel 32x22, Small 46x32, Standard 56x36, Large 70x44, Huge 88x56: each gives a civ about the land it has on Civ V's map for as many players. Natural wonders by Civ V's count for that map (2 to 6). Replays record tiles in three digits on the biggest maps, so Huge keeps its replay. An oasis a river runs through is flood plains (Civ V keeps oases off fresh water); the bigger maps had one, its pool drowning its middle. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DJp3oDGF1p3b1w297oSHYf
Strategic deposits come in Civ V's sizes (large Iron 6, Horses 4, Coal 7, Oil 7, Aluminum 8, Uranium 4; small ones 2 or 3) and by Civ V's lists of grounds and spacing, with sea Oil, a minor deposit by each city-state and the old guarantee of each strategic near every start. Luxuries by region: each civ's region gets a type of its own, placed around its start and through the region; each start a second type close by; city-states three types of their own; the rest scattered, and some types left off each map (11 on Duel, 2 on Huge). Marble as Civ V's. Yields to Civ V's: Wheat, Iron, Gold, Silver, Gems and Copper add nothing beyond their improvement; Sheep +1 food and Salt +1 food on it; Fish 1 food; Oil +3 production; Ivory, Furs and Truffles +1 gold; Citrus, Cocoa and Crab 1 food and 1 gold. Bison, a bonus on open plains and grassland: 1 food, a Camp for +1 production. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DJp3oDGF1p3b1w297oSHYf
So effects-coverage sees Against Gunpowder and Stronger Against the Wounded read, as it did every effect before they were given out. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DJp3oDGF1p3b1w297oSHYf
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What this is
The eight changes from the balance comparison against Civ V and VI.
Maps. Duel 32×22, Small 46×32, Standard 56×36, Large 70×44, Huge 88×56. Each gives a civ about the land it gets on Civ V's map for the same number of players. Natural wonders follow Civ V's count for that size, 2 to 6, so Large goes from 6 to 5. On the biggest maps, replays record tiles in three digits, so Huge keeps its replay. An oasis on a river is now flood plains. The bigger maps showed a bug where the oasis pool drowned the middle of its tile.
Combat.
Strategic resources. Deposits come in Civ V's sizes: large Iron 6, Horses 4, Coal 7, Oil 7, Aluminum 8, Uranium 4. Small ones are 2 or 3. They are placed by Civ V's ground lists and spacing, with sea Oil and a minor deposit near each city-state. Every start is still guaranteed each strategic nearby.
Luxuries by region. This ports Civ V's AssignStartingPlots.
One deviation from Civ V: a region's type must be one that can be placed within 3 tiles of its start. Without that, about 5% of civs had none of their own type nearby.
Yields and Bison.
tools/resources.mjs, an icon and a Civilopedia entry.Not ported: Civ V's extra luxuries for low-fertility starts.
Map generation takes 11 to 75 ms a map. Across 140 test maps, each civ got at least 5.5 Iron, 5 Horses, 3.5 Coal, 6.9 Oil, 2.8 Aluminum and 2 Uranium.
Screenshot or clip
None. The visible changes are the bigger maps, a different resource spread and the Bison model.
Checklist
npm run buildpasses (type-check, the boundary check, the bundle)npm run test:headlesspasses: the four Blockilization files pass locally, and CI runs the full set. The game's rule cases pass 289 of 289.@platform/@platform/client, and is listed insrc/games/browser.tsandsrc/games/server.tswith acover.webptools/resources.mjs🤖 Generated with Claude Code
https://claude.ai/code/session_01DJp3oDGF1p3b1w297oSHYf