Skip to content

Blockilization: Civ V's maps, resources and combat numbers - #47

Merged
Potrock merged 4 commits into
mainfrom
claude/project-thread-ughtuw
Oct 29, 2026
Merged

Potrock merged 4 commits into
mainfrom
claude/project-thread-ughtuw

Conversation

@Potrock

@Potrock Potrock commented Oct 27, 2026 •

Copy link
Copy Markdown
Owner

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.

  • Spearmen and Pikemen get +50% against mounted units, not +100%.
  • Siege gets +200% against cities, no defence from hills or woods, and one tile of sight.
  • Armour has no penalty at cities and can move after attacking.
  • The Anti-Tank Gun and Helicopter Gunship get +100% against armour. The Bazooka fires at range 1.
  • Unit numbers now match Civ V: costs, moves, ranges and strengths, plus the unique units' promotions. Tests cover the Impi's and the Cossack's promotions, so effects-coverage stays at main's three unread effects.
  • A corps's or army's bonus now multiplies the other modifiers instead of being added to them. Its gold upkeep is Civ VI's 1.5 and 2 units. Formations still cost their full resources.

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.

  • Each civ's region gets a type of its own, placed around its start and through the region.
  • Each start gets a second type close by.
  • City-states get three types of their own.
  • The rest are scattered, and some types are left off each map (11 on Duel, 2 on Huge).

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.

  • Resource yields now match Civ V.
  • Wheat, Iron, Gold, Silver, Gems and Copper add nothing beyond their improvement.
  • Sheep and Salt give +1 food when improved. Fish gives 1 food. Oil gives +3 production.
  • Ivory, Furs and Truffles give +1 gold. Citrus, Cocoa and Crab give 1 food and 1 gold.
  • New: Bison, a bonus on open plains and grassland. It gives 1 food, and a Camp adds +1 production. It has a model from 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 build passes (type-check, the boundary check, the bundle)
  • npm run test:headless passes: the four Blockilization files pass locally, and CI runs the full set. The game's rule cases pass 289 of 289.
  • A game imports only from @platform / @platform/client, and is listed in src/games/browser.ts and src/games/server.ts with a cover.webp
  • Names are original (parody welcome, no real trademarks)
  • Assets are my own, generated in the repo, or MIT-compatible (sources below): the Bison model is generated by tools/resources.mjs

🤖 Generated with Claude Code

https://claude.ai/code/session_01DJp3oDGF1p3b1w297oSHYf

…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
@Potrock
Potrock merged commit 8ba1bca into main Oct 29, 2026
3 checks passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants