And GP tile improvements don't connect luxury resources.
I really wanted to know the logic/reason behind the concept of constructing GP Improvements outside the cities. In the previous version, the Academy for instance was constructed inside the city, and no one saw any problem with that. On the contrary.
Why would they change that?
Exactly, Browd.
I really wanted to know the logic/reason behind the concept of constructing GP Improvements outside the cities. In the previous version, the Academy for instance was constructed inside the city, and no one saw any problem with that. On the contrary.
Why would they change that?
How would ethnicity best be represented in the series? I liked Civ III's racial approach, and often wish that IV's religions could have been added to that.
How do you introduce the element of ethnicity without controversy?
What about language groups?
I think the best way to represent language groups would be to tie it to cultural influence and maybe military occupation, in a situation where in subtle ways you could spread the prevalence of your language. Having your language spoken by many countries and across your empire could boost trade, culture, and enhance production, whereas if your civ had dozens of languages inside of it, production could go down. As for your question about how ethnicity could be represented, I've always like Civ IV's approach where one tile could have many different cultures on it, but in a Civ VI incarnation, ethnicity would be partially separate from just raw culture output. Did that answer your question?
another idea for unplanned settlements. these dont involve settlers. the byzantines built a long road through no mans land to connect their capital to distant cities. i find it useful so i build a couple of forts and station units along to detect and defeat barbs. in real life eventually towns would build up to service the forts and the caravan and other traffic along the road...not sure exactly how it would work but i am thinking if the forts are built and then a unit fortified there for a number of years it should become a city. it should happen slowly for ordinary forts and maybe quicker for citadels, but they cant be in any civs territory at any time. so if someone settles a city there and it expands its area before the fort becomes a city the process is halted. or you can leave the fort unattended for a turn now and then to reset the counter if you dont want to found a city there at all.
I agree. Chartres, for example, would be a Trading Post 2-3 hexes from Paris, and Trenton, New Jersey, might be a Manufactory a couple of hexes from New York City.Well, if you consider that the biggest cities and the capitals might have 20-30 citizens in the game, but in real life that would be in the millions. For the sake of simplicity, they represent large numbers of people in units (they do this for the military too). So basically the hole in the wall towns and villages may be there, but they're invisible and irrelevant for our purposes. We only care about the cities with 100,000's of people or more and that have a significant influence on international affairs.
I don't care for the idea of cities springing up all on their own. The silly, god-like power of the player to direct the development of her civilization is the foundation of the game. There's almost nothing organic in this game. I'd even like more power to, for example, direct the expansion of my city borders, besides just spending gold to grab hexes instantaneously.
EDIT: Two follow-up thoughts. First, self-spawning cities could certainly be a "random event" if that option were in the game. Second, while I wouldn't want cities in my nation to magically appear all by themselves, new City States appearing as history moves along could be kind of cool.
Maybe.
Are you saying that ethnicity should be based upon original civilization, as opposed to-
Race, Religion, and/or Language?