Khan Quest
Prince
Another thread discussed militarily enforced borders, but I cant find it to post in, so I will start a new thread.
Historically many borders have been created and held by military might, irrespective of the nationality or customs of local populace. Implementation of military influence could easily be added to the game; heres how it could work:
Any military unit fortified for a full turn in an unclaimed tile (outside of all cultural borders) exerts military influence on that tile. This military influence has the same affect as if it were within the cultural influence of the units civ.
Effect If the tile is within a cities fat cross, the city can work the tile. A rival settler can not settle on the tile.
Exception to the above: If more than one rival civ has military units fortified in the same tile for a full turn, all exert influence equally, unless one civ has 2x the current strength of others combined in which case it has sole military influence.
A unit fortified for a full turn on an enemy tile takes control of that tile, but may only access any resource in the tile if it is connected by a trade route or has a contiguous cultural link.
A unit fortified for a full turn in friendly lands will not exert military influence, as that would be an act of war.
Disputed borders
If two or more civs cultural influence on tile is within 10% of each other the border is in dispute. (It could appear as striped with each civs colors).
Working a disputed tile is first come first served.
Both sides may freely enter disputed tiles.
A unit fortified for a full turn in a disputed tile adds 20% culture in the form of military influence. Again the 2X strength rule applies. Note that even if the units cultural influence wanes to a point that the rival would have full control, the fortified unit could keep it disputed with the added influence.
Military units entering disputed tiles invoke a 2x borders-too-close penalty.
Military units fortifying in disputed tiles invoke a 3x borders-too-close penalty, 4X with aggressive or defensive civs.
Historically many borders have been created and held by military might, irrespective of the nationality or customs of local populace. Implementation of military influence could easily be added to the game; heres how it could work:
Any military unit fortified for a full turn in an unclaimed tile (outside of all cultural borders) exerts military influence on that tile. This military influence has the same affect as if it were within the cultural influence of the units civ.
Effect If the tile is within a cities fat cross, the city can work the tile. A rival settler can not settle on the tile.
Exception to the above: If more than one rival civ has military units fortified in the same tile for a full turn, all exert influence equally, unless one civ has 2x the current strength of others combined in which case it has sole military influence.
A unit fortified for a full turn on an enemy tile takes control of that tile, but may only access any resource in the tile if it is connected by a trade route or has a contiguous cultural link.
A unit fortified for a full turn in friendly lands will not exert military influence, as that would be an act of war.
Disputed borders
If two or more civs cultural influence on tile is within 10% of each other the border is in dispute. (It could appear as striped with each civs colors).
Working a disputed tile is first come first served.
Both sides may freely enter disputed tiles.
A unit fortified for a full turn in a disputed tile adds 20% culture in the form of military influence. Again the 2X strength rule applies. Note that even if the units cultural influence wanes to a point that the rival would have full control, the fortified unit could keep it disputed with the added influence.
Military units entering disputed tiles invoke a 2x borders-too-close penalty.
Military units fortifying in disputed tiles invoke a 3x borders-too-close penalty, 4X with aggressive or defensive civs.