Khan Quest
Jan 20, 2007, 01:32 PM
Imagine cities that can grow to any size and work any tile on the map. Incredulous? Preposterous? Ridiculous? Read on before you decide.
Size Change
All maps would be scaled by four. Four times the number of tiles to explore and work.
Movement Increase
The movement of most units would double. (Warriors, spearmen, axmen, etc. would have two movement points for example). Exceptions: Chariots and Knights would have a movement of three; Modern armor and modern infantry would have a movement of five. Catapults and trebuchets would have a move of one on hills.
Units with hill and guerilla promotions would no longer get a movement bonus, all other land units would get penalties. Much like change to amphibious attacks.
Rival civs would still be about the same "travel time" apart, but it would take twice as long to explore.
Cities - Rings and Efficiency
Cities could work any tile on the map, but there is an increasing penalty with distance to a worked tile. Tiles around cities would be grouped in to "rings" and each ring would have an efficiency factor.
Ring....Efficiency (%)
1 & 2....100
3........90
4........75
5........50
6........0
7.......-10
8.......-25
9.......-50
10-12...-100
13-20...-150
21+.....-200
In addition, working tiles outside cultural boundaries incurs an additional 50% of lost efficiency.
Negative values cost the city a fraction of each gold, hammers and food to work the tile. Working a tile in the seventh ring would not only not produce any gold, hammers or food but would cost the city 0.1 of each gold, hammers and food. If this tile were outside the cultural boundaries, the penalty would be 15%. The only good reason to work such a distant tile would be to access a resource.
Tiles in neutral territory can be developed and worked. The first to work it, gets it. If the tile is unguarded and a rival civ places a military unit is on the tile, that civ may "steal" the tile by working it. If a neutral tile is not worked, any civ may work it, irregardless if a military unit is on the tile, unless the civs are at war. A guarded, worked tile may not be stolen. Of course, if the tile in enveloped within a rivals borders, access is lost.
Working a tile within a rival's borders would require a trade agreement (if this is not to hard for Firaxis to code). Consider a rivals border abutting your city, and you simply want to work a farm in your cities 1st ring, but in their territory.
Certain technologies and buildings would improve overall efficiencies or expand rings into better efficiency categories. An example might be something like a warehouse improvement which moves all the rings up a notch or two (1, 2 & 3 @ 100%; 4 @ 90%; 5 @ 75%, etc.)
City Sprawl
All the best arable land gets paved over. Consider notable growing regions like Iraq's Fertile Crescent, Egypt's Nile valley and California's San Joaquin Valley. San Jose California at one time had the most productive orchards in the world. Now there are but a handful of orchards left and concrete and asphalt covering America's 10th largest city.
For every population point above multiples of four (5, 9, 13...), a cities core expands into an additional tile. The expansion will be into a tile which touches the most other city-core tiles. The player may choose which tile to expand into if there is more than one possibility. This will keep the city more "round" shaped than "line" shaped.
If a population shrinks to multiples of four (4, 8, 12...), the oldest sector of the city will become decrepit, and not be capable of being worked. It will remain in this state until the city grows (again, the 5, 9, 13...) and a worker action is performed to restore the sector. The tile can be improved (like improving over ruins), but this will destroy any buildings or Wonders in that section.
A city sector which touches four other sectors becomes dilapidated, and is reduced to 50% efficiency. A city sector which touches six or more other sectors becomes severely dilapidated, and does not produce at all. Note: this may cause the city population to shrink and become decrepit! There should be some projects that remove or reduce dilapidation such as urban revitalization or urban renewal programs.
New projects (buildings, Wonders, etc.) will always be built in the newest sector.
If the cores of two cities (of the same civ) touch, it becomes one mega city. Think Minneapolis/St. Paul and Dallas/Fort Worth.
Warfare in Multi-sectored Cities.
A multi sectored must be conquered by sector. This is probably obvious, but attacking units may only attack sectors which they are adjacent to. Sector occupiers control any buildings or Wonders in that sector, unless resisters are present. Sectors of cities may be razed.
Defending.
Defending units may occupy/be fortified in different sectors of a city. A unit with greater than 50% health would "instantaneously move" to an attacked sector to defend it. Fortification bonuses apply. A unit with between 25% and 50% health would also "instantaneously move" to an attacked sector to defend it, but fortification bonuses would not apply. A unit with less than 25% health will stay put in its sector.
Quelling resistance will take many more troops and much more time if the attacked civ has control of at least one the other sector. Culture from one city sector to another is magnified by 4X.
Multiple civs may control different sectors of a city. Think post WWII Berlin.
Size Change
All maps would be scaled by four. Four times the number of tiles to explore and work.
Movement Increase
The movement of most units would double. (Warriors, spearmen, axmen, etc. would have two movement points for example). Exceptions: Chariots and Knights would have a movement of three; Modern armor and modern infantry would have a movement of five. Catapults and trebuchets would have a move of one on hills.
Units with hill and guerilla promotions would no longer get a movement bonus, all other land units would get penalties. Much like change to amphibious attacks.
Rival civs would still be about the same "travel time" apart, but it would take twice as long to explore.
Cities - Rings and Efficiency
Cities could work any tile on the map, but there is an increasing penalty with distance to a worked tile. Tiles around cities would be grouped in to "rings" and each ring would have an efficiency factor.
Ring....Efficiency (%)
1 & 2....100
3........90
4........75
5........50
6........0
7.......-10
8.......-25
9.......-50
10-12...-100
13-20...-150
21+.....-200
In addition, working tiles outside cultural boundaries incurs an additional 50% of lost efficiency.
Negative values cost the city a fraction of each gold, hammers and food to work the tile. Working a tile in the seventh ring would not only not produce any gold, hammers or food but would cost the city 0.1 of each gold, hammers and food. If this tile were outside the cultural boundaries, the penalty would be 15%. The only good reason to work such a distant tile would be to access a resource.
Tiles in neutral territory can be developed and worked. The first to work it, gets it. If the tile is unguarded and a rival civ places a military unit is on the tile, that civ may "steal" the tile by working it. If a neutral tile is not worked, any civ may work it, irregardless if a military unit is on the tile, unless the civs are at war. A guarded, worked tile may not be stolen. Of course, if the tile in enveloped within a rivals borders, access is lost.
Working a tile within a rival's borders would require a trade agreement (if this is not to hard for Firaxis to code). Consider a rivals border abutting your city, and you simply want to work a farm in your cities 1st ring, but in their territory.
Certain technologies and buildings would improve overall efficiencies or expand rings into better efficiency categories. An example might be something like a warehouse improvement which moves all the rings up a notch or two (1, 2 & 3 @ 100%; 4 @ 90%; 5 @ 75%, etc.)
City Sprawl
All the best arable land gets paved over. Consider notable growing regions like Iraq's Fertile Crescent, Egypt's Nile valley and California's San Joaquin Valley. San Jose California at one time had the most productive orchards in the world. Now there are but a handful of orchards left and concrete and asphalt covering America's 10th largest city.
For every population point above multiples of four (5, 9, 13...), a cities core expands into an additional tile. The expansion will be into a tile which touches the most other city-core tiles. The player may choose which tile to expand into if there is more than one possibility. This will keep the city more "round" shaped than "line" shaped.
If a population shrinks to multiples of four (4, 8, 12...), the oldest sector of the city will become decrepit, and not be capable of being worked. It will remain in this state until the city grows (again, the 5, 9, 13...) and a worker action is performed to restore the sector. The tile can be improved (like improving over ruins), but this will destroy any buildings or Wonders in that section.
A city sector which touches four other sectors becomes dilapidated, and is reduced to 50% efficiency. A city sector which touches six or more other sectors becomes severely dilapidated, and does not produce at all. Note: this may cause the city population to shrink and become decrepit! There should be some projects that remove or reduce dilapidation such as urban revitalization or urban renewal programs.
New projects (buildings, Wonders, etc.) will always be built in the newest sector.
If the cores of two cities (of the same civ) touch, it becomes one mega city. Think Minneapolis/St. Paul and Dallas/Fort Worth.
Warfare in Multi-sectored Cities.
A multi sectored must be conquered by sector. This is probably obvious, but attacking units may only attack sectors which they are adjacent to. Sector occupiers control any buildings or Wonders in that sector, unless resisters are present. Sectors of cities may be razed.
Defending.
Defending units may occupy/be fortified in different sectors of a city. A unit with greater than 50% health would "instantaneously move" to an attacked sector to defend it. Fortification bonuses apply. A unit with between 25% and 50% health would also "instantaneously move" to an attacked sector to defend it, but fortification bonuses would not apply. A unit with less than 25% health will stay put in its sector.
Quelling resistance will take many more troops and much more time if the attacked civ has control of at least one the other sector. Culture from one city sector to another is magnified by 4X.
Multiple civs may control different sectors of a city. Think post WWII Berlin.