BubbaYeti
Warlord
- Joined
- Nov 18, 2005
- Messages
- 130
How to fix "Magical Maritime Food"
The problem:
By befriending/allying with maritime city states, you can get a bunch of free food per turn in each city. That allows you to 1) not build any farms, and instead spam trading posts and 2) build a bunch of cities everywhere without regards to food resources (infinite city sprawl, or ICS). ICS was prevelant in civ III, fixed in civ IV, and now is back for civ V, partly due to maritime food, partly due to no corruption or maintenance costs that scale with number of cities. ICS makes the game play out very mechanically, the landscape is very homogeneous (trade posts everywhere) and, I feel, is somewhat soul crushing. Check out some of Sullla's civ V walkthroughs or the succession game he is playing at the moment for examples.
The Fix:
Instead of cheesely nerfing maritime city states, I suggest an overhaul of the city state system. Instead of getting food/units/culture from city states, let friendly or allied city states benefit players in the same way a puppet city benefits players. You would get some science/gold/culture each turn from the city state. How much depends on friends/allies, and on the era. Military units could be coopted (ie. come under command of the player) from allied city states as long as the player was at war with another player. After the war the units would return to their home city state by normal movement rules.
To retain the character of the three city state types, they would focus on different things. Maritime would focus on growth and population, and build accordingly. An allied player would derive more science from these types of cities because of higher population. Militaristic city states would have more/better units for the player to coopt. Cultured city states would focus on cultural buildings and thus give more culture to the player than the other two types.
The Result:
The player would once again have to be careful in choosing city sites, to balance food, production and gold. An additional small corruption penalty, scaling with number of cities, would probably bring the game even closer to being balanced. Interesting play would commence with city states' units in times of conflict.
What does everyone think? Good idea?
The problem:
By befriending/allying with maritime city states, you can get a bunch of free food per turn in each city. That allows you to 1) not build any farms, and instead spam trading posts and 2) build a bunch of cities everywhere without regards to food resources (infinite city sprawl, or ICS). ICS was prevelant in civ III, fixed in civ IV, and now is back for civ V, partly due to maritime food, partly due to no corruption or maintenance costs that scale with number of cities. ICS makes the game play out very mechanically, the landscape is very homogeneous (trade posts everywhere) and, I feel, is somewhat soul crushing. Check out some of Sullla's civ V walkthroughs or the succession game he is playing at the moment for examples.
The Fix:
Instead of cheesely nerfing maritime city states, I suggest an overhaul of the city state system. Instead of getting food/units/culture from city states, let friendly or allied city states benefit players in the same way a puppet city benefits players. You would get some science/gold/culture each turn from the city state. How much depends on friends/allies, and on the era. Military units could be coopted (ie. come under command of the player) from allied city states as long as the player was at war with another player. After the war the units would return to their home city state by normal movement rules.
To retain the character of the three city state types, they would focus on different things. Maritime would focus on growth and population, and build accordingly. An allied player would derive more science from these types of cities because of higher population. Militaristic city states would have more/better units for the player to coopt. Cultured city states would focus on cultural buildings and thus give more culture to the player than the other two types.
The Result:
The player would once again have to be careful in choosing city sites, to balance food, production and gold. An additional small corruption penalty, scaling with number of cities, would probably bring the game even closer to being balanced. Interesting play would commence with city states' units in times of conflict.
What does everyone think? Good idea?