.

  • Encourages players to defend the area around their cities. Maybe I'm the only one, but it feels like that in Civ4 every battle is a siege... Getting your improvements pillaged is generaly quite a minor thing compared to loosing a city. But in the system I'm proposing you would have invested a large amount of hammers to build stuff in that district, so getting it pillaged would be a huge lost.

This would be a brilliant mod to the game. My only concern is (as always) the ai.

Will the AI be capable of defending/attacking invaders? In the current game, they wander into my territory and camp on a hill for the entire war (or seige and attack waaaay too late).

If you are able to make it so that AI leader traits would have influence on how they build out a city - that would also be cool.
 
I think this is a great idea! There are so many ways you could go with each city. I would love to see a mod like this come to fruition! :)
 
yeah i support this completely... even had a dream about it.

in my dream i had ideas about different kinds of housing options... for instance:

Manor/Luxury housing: does not allow for a population point but provides a free "noble" specialist who would give +3 gold +1 culture, or if not this, then a free merchant.

regular housing: +1 pop per house

Tenament Housing: available at industrialism +3 pop per district, but -1 health -1 happiness (possibly per person using it... but that might just be too complicated)

Low Income housing: available with democracy perhaps, +3 pop, but -3 happiness -1 gold

Solar housing: +1 pop, +1 healthy, +1 happy, -2 gold.

and a cool function might be that in the event of a siege you could press a button to "move all our people inside the city walls!" where all the pop from a certain district, or all of them (whichever) would be moved to the city hub district, but at the cost of -1 happy -1 healthy per pop moved in. so it could happen but a lot of them might die anyway from this if it goes on too long.

going from that... possible make walls buildable through certain districts... think of the long walls of athens or the theodosian walls of Constantinople, etc... just a thought, but not necessary.

let me know what you think!
 
Those are really great ideas. Its nice to see some support for this idea. Making the AI work would probably be the hardest thing, but I don't see why its not do able.

At the moment the only thing I'm afraid of is too much micromanaging because there are now so many things you can build in a city, as each building can be built several times. Anyone have any ideas on how to make this work?

This mod idea really must've hit a chord with me, because I've been obsessed with the idea and trying to think of ways for some of the ideas to work.

Thinking about it, I thought why not make the "city buildings" change into tile improvements? For example, your idea of houses to increase the pop that can work the tile would be a tile improvement, not a build option in the city proper. Like King Coltrane, I thought with time new housing options could become available. Each type would allow more pops to work each tile.

Eventually new improvements could be built once the proper population capability exists, such as a kiln (early to improve shields) and later factories or steel mills (would require says, 3 or 4 pop capability). Also suburbs and towns and such for commerce, and even food improvements like farms.

In order to keep the tile improvements from being spammed, and keep the value of high pop tiles, you could make each improvement cost gold. Each level would also cost subsequently more gold. (when you think about it, it takes wealth to develop an empire, not just "shields" with hills and mines. you need the money to develop the infrastructure and production capabilities!)

You could also add bonuses, for example with a steel mill, if coal and or iron exists in the city radius, the improvement costs -50% of the ordinary gold cost. This would add a lot of strategy and realism as well, because when you think about it, most industries develop around raw materials. The potential strategy additions are fantastic! :)
 
I asked in the SDK/Python forum for a little shove in the right direction for someone looking to edit in multiple workers per plot. I've been looking in CvCity.cpp in the SDK and I see some promising stuff, but still :crazyeye: I have never worked with the SDK before!!

If I can get anything I'd love to try and work on this with you Lord Olleus, if you don't mind. Or I can just try and do something on my own! Not meaning to steal your idea of course. :)
 
Excellent idea!!! This could be one important step towards realism and interesting gameplay...
 
Great idea, could be used in WoL........................

Too great for WoL, we might as well make another expansion for that. ;)

Thuogh I think this concept could be very nice for "mods" or "scenarios".
 
Let's see if it'll let me post today... (timed out yesterday).
It doesn't need to become too much MMing if the governor can choose which plot to put the building for you. For example you click library and the governor picks the best plot to build it on. Obviously you shouldn't have to use the governor but I imagine most would. Since you'll need a function to pick the best plot for a building for the AI anyway it shouldn't be that much work.
Then the only problem is displaying the city information in such a way you can easily see that building a library is a good idea... I don't know how to do that.
 
Just wanted to chip in and say that I hope you get this going Lord Olleus.

I can imagine paying small maps with a few other civs, and keeping the game small, with time to really focus on the cities micro. It sounds like a very good game to me.
 
you know what might be cool if for certain districts you have unique buildings for example a mine might have a "Purifier" (the thing that smashes rocks to extract minerals(idk the real name)) that would add a production/commerce bonus.
 
Nice idea, some (limiting) remarks tho.
Why not in the case of cottages, instead of creating new facilities which increase the habitation size of such a plot, let the hamlet, towns, villages upgrade give an extra population slot on this plot? And leave other types of improvements at 1 pop max until when more modern improvements come along? Like a mine allows +1 pop, but a windmill allows +2 pop? A bit less micromanagement for the player. Also, let city facilities like libraries, granaries and other such domestic facilities only be constructed in cities and cottage plots, but blacksmiths, factories and so at cities, mines, windmill and workshop plots. Tile specialization to the extreme.
Production plots like mines would give + :yuck: with factories and such on them, aquaducts in cottages could give :health:, countering them.

You would need to rebalance city maintenance and the percentage modifiers of city facilities tho, otherwise you have a logarithmic increasing gameflow (production, growth -and commercewise) like a gamer could achieve with SMAC. :crazyeye:
 
sounds good and as you progress some of the bonuses/penalties are removed ((mostly penalties) like w/ environmentalism the :yuck: is removed and so is an = amount of production)
 
Great ideas!
I really like this concept and think that it would make the game a lot more realistic, since as of now you can only "work" a tile.

I don't want to rush you or anything, but any idea on a release date?
 
Great idea
This kind of mod could quite accurately simulate a city and the surrounding townships on which it depends
Would also be a good model for the way ancient greek cities worked.
Athens for example consisted not just of the city of Athens but of the entire region of Attica which contained many towns and villiages some of which were themselves actually larger than many other ancient greek cities
Hope this mod gets off the ground
Will keep an eye on this thread
 
Back
Top Bottom