[R&F] Adding "towns" as tile improvements

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Oct 25, 2014
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So here's my idea. Builders could use up 2 charges to build a "town" tile improvement that would provide production and gold but cost food. It could be a way to add civ4's cottages into how civ6 works. Plus, it would be cool to have towns on the map. That way you could have your big cities and your small towns. It would add more diversity to your cities.

This seems like something that could be doable with mods. But I have no modding skills. Any thoughts?
 
This is from before R&F, but it's a rough proposal I made to loosely follow the civ4 version.
That was more focused on keeping the escalating gold output but also giving players a way to get incremental housing before neighborhoods. (In vanilla there were not as many ways to get early housing since we didn't have things like angkor wat, legacy bonuses giving housing, or the government plaza.) Given what we have now I would definitely adjust some of my ideas.

The real difficult part, even if you create all the needed improvements etc, is whether to keep the "must be worked for x turns before growth" type mechanic or if you go for something more direct; like instead of using two charges to make a town, one charge makes a 'village' and then the 'town' improvement itself requires another charge (but must be built on a tile with a village.) Integrating into neighborhoods isn't that hard since the Public Transit card that gives gold for replacing farms could just be re-purposed mechanically to give production when replacing a town or what have you.

But, any good content added into a game like this also needs to have ties into systems like policy cards, wonders, eurekas, great people, etc. So that's an entire other piece of the puzzle.
 
is whether to keep the "must be worked for x turns before growth" type mechanic
You can use tables to keep track of stuff like this in a mod, someone posted about it a while ago (I'm sure it would come up in the search.) Just have an entry for every tile and keep a counter going.
I do think just using discrete builder charges would mesh better with the game as it is now though.
 
I think the territory that your city eats up are your towns/villages/settlements and your main city is the provincial residence.I think they should add more yields to the tile,but implementing a culture/tax,spend/ethnicity system like in vicky 2
 
Scientific town?Really?I live in a town wtih an industrial zone/campus/commercial hub.What woul my town be called then?Industrialo-Comercial-Scientific town?
 
Scientific town?Really?I live in a town wtih an industrial zone/campus/commercial hub.What woul my town be called then?Industrialo-Comercial-Scientific town?
i think you are posting from a mod, as theres no Romania in civ6
 
Scientific town?Really?I live in a town wtih an industrial zone/campus/commercial hub.What woul my town be called then?Industrialo-Comercial-Scientific town?

Mostly because cities grew and absorbed neighboring towns. For example Washington DC would have the campus town: Georgetown which was an independent municipality before being absorbed by Washington.
 
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