Give colonies, forts and airfiields borders!

Bibor

Doomsday Machine
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Jun 6, 2004
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Zagreb, Croatia
Give airfields, forts and colonies national borders (zero radius, just around the tile).

- give colonies ability to be "connected" if connected by road (or adjacent to) airfield.

- make coastal forts (so that they can act as "harbor" for purposes of resource colonies).

I'm allergic to high-corruption cities :P
 
what's the point of a border?
 
I agree. This would stop some cheesey exploits (that I, admittedly, use).
 
i was think that if after awhile ur colonies are still there they would eventually eveolve into cities even if the resourse was gone a
 
warpstorm said:
I agree. This would stop some cheesey exploits (that I, admittedly, use).

Problem is, it would create another. If colonies had boundaries and could not be absorbed by another civ's cultural boundary, one could do the following:
I see the Indians plant a city next to a whole lot of elephants, 2 of which are NOT in the initial city radius. I cold run a couple of workers up there and plant colonies on those two luxaries and suddenly, I will have "stolen" those from the Indians. Nothing wrong with this, per se, however, it could be seen as an exploit if the AI could not fathom to do the same.

However, I still like the idea.
 
Problem is, it would create another. If colonies had boundaries and could not be absorbed by another civ's cultural boundary, one could do the following:
I see the Indians plant a city next to a whole lot of elephants, 2 of which are NOT in the initial city radius. I cold run a couple of workers up there and plant colonies on those two luxaries and suddenly, I will have "stolen" those from the Indians. Nothing wrong with this, per se, however, it could be seen as an exploit if the AI could not fathom to do the same.

Then do this. As someone said if enough time passes and the supply does not perish a town would form. Say after 20 turns,a nd connected by a road, if you still have the colony it becomes a city. Under that 20 turns it can be absorbed. So the indians are not going to lose there elephants. Unless they dont build that temple, but that is there choice then.
 
covenant said:
Then do this. As someone said if enough time passes and the supply does not perish a town would form. Say after 20 turns,a nd connected by a road, if you still have the colony it becomes a city. Under that 20 turns it can be absorbed. So the indians are not going to lose there elephants. Unless they dont build that temple, but that is there choice then.

You are right, but the problem would be that some cities would be adjacent to each other (as resources are) which is impossible by civ...

- bibor
 
Quote:
Originally Posted by covenant
Then do this. As someone said if enough time passes and the supply does not perish a town would form. Say after 20 turns,a nd connected by a road, if you still have the colony it becomes a city. Under that 20 turns it can be absorbed. So the indians are not going to lose there elephants. Unless they dont build that temple, but that is there choice then.


You are right, but the problem would be that some cities would be adjacent to each other (as resources are) which is impossible by civ...

- bibor

But that would be the players choice, just as it is to plop a city on the enemy border. 99% of the time it is just not worth it. So it keeps it balanced. Anyways, having to also connect the road, makes it unlikely you could get the resource and build the road in time.
 
a very good idea by covenant. Also, any thoughts on being able to "build" a harbor in your colony somehow? But if you can take and hold a square on another continent, you should get the resource...

also, does anyone have any thoughts on military bases? These would be able to be founded in an allies country perhaps, much like teh U.S. has military bases all over the world, ready to deploy to problem areas at a moments notice. Any thoughts? These could perhaps act like barracks for healing and give a defense bonus, but would not be able to produce new units. Could also act as a airstrip if the radio advance had been researched.

Its kinda dumb i think that you need to set up a city on an opposing shore after conducting a military operation... you should create a beachhead and then establish a military base to get the units healed.

also, more could be done with this, such as units unloading from a ship into a military base do not use movement points, and perhaps make them able to be built by marines.

just some thoughts.

-john
 
covenant said:
Then do this. As someone said if enough time passes and the supply does not perish a town would form. Say after 20 turns,a nd connected by a road, if you still have the colony it becomes a city. Under that 20 turns it can be absorbed. So the indians are not going to lose there elephants. Unless they dont build that temple, but that is there choice then.

Nope, the Indians would still be out those elephants becuase instead of my colony being there, it would be a city.

If they build a temple, it should not matter at all. Unless I am following a different path. If colonies, and forts ect, have a boarder and around the installation, then it will not be absorbed when another civ's cultural radius expands. So in the situation I described, I will have a colony (or town if colonies becomes towns) surrounded by the Indians.
 
sealman said:
Nope, the Indians would still be out those elephants becuase instead of my colony being there, it would be a city.

If they build a temple, it should not matter at all. Unless I am following a different path. If colonies, and forts ect, have a boarder and around the installation, then it will not be absorbed when another civ's cultural radius expands. So in the situation I described, I will have a colony (or town if colonies becomes towns) surrounded by the Indians.

Yes... and since colony can be assimilated too (culture score by distance of capitals bla etc.), this would require: the colony to be reinforced with military; or get the colony eaten up after the adjacent city starts generating any culture.

I think the forts were introduced in Rise of Nations for border control, and there units lose health in enemy territory except if followed by logistics units.

Anyway forts could be used just like all-military cities. No culture, no production but sustanins (heals) units, can have harbor and airfield and can be negotiated in treaties (i.e. you give me right of placing an army bases in your territory "to keep you from harm". NOW!). THis would work great with my 4 layer CIV4 theory (other post in civ4 section :cool: ). Also, Combat Engineer units should be introduced that can build all this.

- Bibor
 
sealman said:
Nope, the Indians would still be out those elephants becuase instead of my colony being there, it would be a city.

If they build a temple, it should not matter at all. Unless I am following a different path. If colonies, and forts ect, have a boarder and around the installation, then it will not be absorbed when another civ's cultural radius expands. So in the situation I described, I will have a colony (or town if colonies becomes towns) surrounded by the Indians.

I think it would be a good idea to change how cities grow. For example a cities can grow to a maximum size on one square, but if it were to expand, it would need to use adjacent tiles to grow the city. After all, I don't know of any city today with 5 million people in one block :lol:

The colonies could then become towns and absorbed into the "main city" kind of like suburbs.

It also adds the effect of urban sprawl.
 
gazdeluxe11 said:
also, does anyone have any thoughts on military bases? These would be able to be founded in an allies country perhaps, much like teh U.S. has military bases all over the world, ready to deploy to problem areas at a moments notice. Any thoughts? These could perhaps act like barracks for healing and give a defense bonus, but would not be able to produce new units. Could also act as a airstrip if the radio advance had been researched.

I like the idea, except the part about not building units. When the settler (watever unit will build the military base) is first made, it carries, say, 100 shields. When it makes the base, it only has 100 shields. When it runs out, you make another settler, put it on the base, and click the join city button, and the base will get 100 more shields.
 
Colonies should behave like cities but unanle to produce culture or grow. But if you plop 2 other workers then it could become a full pledge city.
 
Howsabout you retain the colony, IF you have a unit there to guard it? Otherwise it switches allegience.
 
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