I've often been frustrated by the lack of realism in the way land is worked in Civ. In the real world, food or resources are often transported long distances to cities - rarely are cities in the middle of deserts, for instance, no matter how many iron mines are nearby. Limiting workers to the BFC and forcing cities to be put in inconvenient locations simply to get a resource doesn't resonate well with me at all.
So I have a proposal.
Firstly, the way tiles are worked is to be changed. If a tile has an improvement on it then it is always being worked, however if a tile has no improvement on it then it is not being worked. Logical, yes?
Secondly, workers are going to be fundamentally changed. When a worker is built, it takes a population point from the city which builds it. This is because these workers are relocating to the tile on which they are going to work. When a worker creates a tile improvement, the worker is consumed as he is now working that tile.
Thirdly the way tiles are allocated to cities will be changed. The resources from a tile are automatically allocated to the nearest city. The tile need not be in the BFC, simply within cultural borders. The worker on the tile still needs food, so this is taken from the city it is allocated to. If the city in question has insufficient food, then the next nearest city is chosen. If no city has enough food, then the tile produces no resources as the worker is scavenging to keep himself alive. Perhaps it could be possible to manually assign a tile to a city...not sure how that might work though.
This would have several effects. Firstly and most obviously it would make culture more important. Every extra tile under your influence would make your civ more powerful. Secondly it would eliminate those annoying unused tiles in the middle of your empire. Thirdly strategic considerations would be more important than economic considerations (usually) when choosing to place a city. A city in the middle of a range of mountains need not be completely dead, as food can come from further away. Also city placement would no longer be a case of trying not to overlap the BFC's too much. Cities commanding large areas would be better off, so poor terrain could be made up for by extra tiles, or super cities could be created in rich areas.
So I have a proposal.
Firstly, the way tiles are worked is to be changed. If a tile has an improvement on it then it is always being worked, however if a tile has no improvement on it then it is not being worked. Logical, yes?
Secondly, workers are going to be fundamentally changed. When a worker is built, it takes a population point from the city which builds it. This is because these workers are relocating to the tile on which they are going to work. When a worker creates a tile improvement, the worker is consumed as he is now working that tile.
Thirdly the way tiles are allocated to cities will be changed. The resources from a tile are automatically allocated to the nearest city. The tile need not be in the BFC, simply within cultural borders. The worker on the tile still needs food, so this is taken from the city it is allocated to. If the city in question has insufficient food, then the next nearest city is chosen. If no city has enough food, then the tile produces no resources as the worker is scavenging to keep himself alive. Perhaps it could be possible to manually assign a tile to a city...not sure how that might work though.
This would have several effects. Firstly and most obviously it would make culture more important. Every extra tile under your influence would make your civ more powerful. Secondly it would eliminate those annoying unused tiles in the middle of your empire. Thirdly strategic considerations would be more important than economic considerations (usually) when choosing to place a city. A city in the middle of a range of mountains need not be completely dead, as food can come from further away. Also city placement would no longer be a case of trying not to overlap the BFC's too much. Cities commanding large areas would be better off, so poor terrain could be made up for by extra tiles, or super cities could be created in rich areas.