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Civ 5: Organizing territory / infrastructure

sqdtnz

Chieftain
Joined
Jun 29, 2008
Messages
53
Hey there,

This post is mainly about the inner-state stuff, what you can do within your territory. Not much about warfare.

I played the civilization series for many years. And almost always you end up with the same kind of stuff:
- Many cities with amazingly high populations
- The terrain is just full with railroad/irrigation/mines
- And some other stuff that's annoying in the later stages of the game

Cities layout
In civ it's usually about creating a city to expand your border. So every so many tiles you will create another city. Then you will develop all these cities to contribute to education, economics, producten, culture, etc...

In the end all these cities end up as metropoles.

In 'the real world' you may have a territory with dense population (coastal regions/rivers), and then use an inland area for mainly food production, or mining, or whatever. No or barely any real cities there!

So I think in civ you should be able to organize your land in the same way, and thus to be able to expand your territory (if it's not owned by a competing civilization) without necessarily building cities.

If you create a vast area of foodproduction inland, all the food could be used for the cities in the densely populated area, while in that densely populated area the focus is on production, culture and education.

Then you can choose to either have many medium-big cities in that populated area (china model), or just 1 or 2 mega cities (france / england model).

As for economics/industry, you can see it like this: An area you designate for raw materials (food, timber, metals, etc...), and an area (populated/industrial area) for creating more 'expensive' products out of these, such as military stuff, luxury products (for happiness and export too), buildings within the cities, etc... The balance is then about how much industrial capacity/population do you have (per city) versus how many raw materials do you produce/import. (in total territory).

In raw material areas you can then let settles/engineers setup farmland, irrigation, mines, forrest maintenance, and maybe some storage structures (warehouses), and in the populated areas you can let those engineers setup industrial areas. The more industry a city has around it, while having enough materials coming in (including food) the bigger a city can grow.

A city can also be limited by its location. A city with river/coastal tile next to it, should have more export capacities than an inland city.

Infrastructure issues
Of course all these raw material areas have to be connected to the cities with roads/rail, etc... As for increasing the amount of stuff you can send to your cities, and for movement of units.

I think roads and rails should not give +1 production or anything, so it becomes useless to build a road in every tile, but purely use the roads for what they are intended: transport.

Then I also think you should be able to move your sea-units over rivers, and let engineers create canals if needed.

As for pollution and happiness, you could say forrests planted could lower pollution, and maybe be a form of recreation. So also the nature can be useful. Otherwise you still end up with 100% industrial/producing land.

Provincial approach
I also think it would be cool and useful to create provinces within your territory. Then you can assign a province to 1 goal at once, so you dont need to update every city when you have a new priority. Also you could maybe have different tax levels per province, to stimulate a specific area economically.

Ah well, just some ideas. I wonder what you think about it. It changes the nature of civ quite a bit, but I think it could be the next step to more realism and variety, and more possible ways to organize your territory.
 
I don't think you should be able to designate areas strictly agriculture and others strictly metropolises. I do however, like the idea of being able to transport food from certain areas to provide for needy cities.

On the topic of super-railroaded tiles - I think that Dirt Roads should be free, then Paved Road(Stone early on and pavement later) should cost a minor maintenance fee. Railroads cost a larger maintenance fee. Having at least one Paved or Railroad connected to a city boosts commerce/trade routes, but multiple roads connected do not add anything past the initial boost. This makes players(and the A.I.) more selective about were they put roads and such.
 
But if you look at a country like China, you see the coastal area is densely populated, while the interior land is mostly farmland. In Civ you see an evenly distrubution of cities with ~2 million inhabitants all over the place. Even on isolated steppes, or even desert.

In Civ your territory would simply not expand inland with only a few coastal areas, plus that the size of those big coastal cities depends way too much on the nearby tiles I think. Actually coastal cities usually turn out to be less useful for production than inland cities, which is a bit strange I think.

Maybe if you say that the roads you create can also be used by the enemy (which usually they can in real wars), people think better before creating a railroad on every tile aswell, altho I do like your idea of cost per railroad tile. But if the enemy can use your infrastructure, you will need to think a bit better about it.

Another point I just thought about with the coastal urban areas (or river urban areas), and then a big farmland to support it, is that it's nicer for developing border defences. You just can't afford normally to build fortresses on tiles that cities use for their own production (would be a waste), but with this farmland system, you could much more easily make something like a Maginot-line.
 
But about designating areas to either farmlands or metropolitan areas... You could just like in the SimCity series have an overview of economic viability, like a overlay map in SimCity that showed you the Land Value. Then coastal areas/river areas would be more viable for industry and commercial centers than isolated places, the latter would be more useful for food/other resources production, which are then processed in the industrial centers, then traded through the ports bringing a lot of commercial activity to its cities, such as banking etc...

And industry and commerce requires more dense populations than farmlands, so then you automatically get a realistic spread of population, if you would make many people live in isolated places it would generate high unemployment etc...
 
Cities layout
In civ it's usually about creating a city to expand your border. So every so many tiles you will create another city. Then you will develop all these cities to contribute to education, economics, producten, culture, etc...

In the end all these cities end up as metropoles.

That is one strategy, but by far not the only one.

In 'the real world' you may have a territory with dense population (coastal regions/rivers), and then use an inland area for mainly food production, or mining, or whatever. No or barely any real cities there!

I recommend you read something like Jane Jacobs' Cities and the Wealth of Nations, because all those inland areas have clear functions as city-supporting hinterlands, which Civ is simulating using the fat cross for simplicity's sake.

So I think in civ you should be able to organize your land in the same way, and thus to be able to expand your territory (if it's not owned by a competing civilization) without necessarily building cities.

I say a thousand times no to this. If I just wanted an empire building game, rather than a game that built an empire by building cities, I would play something other than Civ.

Ah well, just some ideas. I wonder what you think about it. It changes the nature of civ quite a bit, but I think it could be the next step to more realism and variety, and more possible ways to organize your territory.

Realism is not a good thing in and of itself. It is a good thing when it does not bugger up gameplay.
 
I don't think you should be able to designate areas strictly agriculture and others strictly metropolises. I do however, like the idea of being able to transport food from certain areas to provide for needy cities.

The solution to this already exists within the Civ series, it's called the food caravan.
 
It was really annoying to transport each food caravan imo.

And about the hinterlands, that entire notion does currently not exist in the civ series, unless you mean the tiles around each city. I just think an even distrubution of world-cities accross the territory (whether or not they are coastal or next to a river) is unrealistic. Everywhere in the world you find areas of high populations at certain locations (ruhr area germany, east coast USA, China's coast, Paris area, etc...), and other large areas that are more meant to support those cities with food, resources, etc...

About if it's fun/playable or not, I don't believe in its influence. Maybe it would require people to see such game as an entire new game though, maybe that does go too far, I don't know.

Besides, the even distribution of cities seems to come from more ancient times, but as you can see in Europe or elsewhere, not all cities that were important in medieval times are still important today. When new era's arrive, other things become important. In the earliest medieval period the defence is most important (outside cities life was very unsafe, almost a constant state of civil war + crime (no good presence of the law)). At the later medieval periods and renaissance era trade became more and more important. Then not just food is important for city's growth, but whether you as an individual have a chance to make money there inspires people to move to cities. And as mass production and transportation becomes better and better, living in big cities becomes more and more appealing, which makes other cities fall behind/stagnate, which is fine.

So basically, instead of food being the only important factor for city growth (maybe good in ancient times?), as culture and technology develops, trade becomes more and more important, and in modern times food is basically no more factor of importance for cities to develop (as long as the state as a whole produces enough).

Cities on good locations for trade are more likely to grow and develop industry, to require more people to live there.
 
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