Pipiskus
Warlord
- Joined
- Apr 3, 2024
- Messages
- 139
Have you ever been in a situation when you wanted to claim a land that doesnt worth culture and science penalty but you needed to get this luxury resource or that strategy resource or stop your rival from expanding there. But what if you didnt have to make such a tough decision and just plant there your own puppet city. This is why i made this thread to know how you guys feel about this idea and in what way it should be implemented if we agreed that we need it.
Lets start with my idea of a colonial city:
Colonial city is a usual puppet city that can be build by one of main civs. The only thing it should differ from a puppet city is a decreased buildings maintenance and increased yield gain, which can be introduced through unique on-settle building (NEEDS A NAME) and a free Courthouse in a case you would want to annex it later (Ai should have bigger change to annex these cities over captured puppets). In order to introduce this mechanic we would need to do one of these things (ive not yet decided which one would work best):
1. Make every settler type unit (except Venetian merchant) capable of building a Colonial city from day one as a separate button
2. Make this option unique to only Colonists from day one as a separate button
(1-2). We can also leave the button the same but at the moment when you decided to build a city you would get a window similar to one when capturing a city where you will be asked if you want to settle or make it your colony.
3. Make this option appear at Compass(or any other) tech the way i described it in 1 and (1-2)
Here are some examples of AI decision-making modifiers (all numbers are arbitrary and need adjustment):
The map type is Pangea or Communitas Map with None oceans option enabled - -1000% chance to settle a colonial city (you probably dont need these here)
The map size is Tiny/Small/Standard/Large/Huge - +5%/+5%/+10%/+10%/+15% chance
Ai has rless than 4 cities- -100% chance
Ai has less/more than 6 cities - -35%/+5% per non-puppet city and +1% per every puppet city chance
The distance to the Capital: <25 tiles = -40%chance, >25 tiles= +0.5% per tile
The distance to the nearest non-puppet city: <10 tiles = -20% chance, >10 tiles = +1% per tile
The distance to the nearest road(or connected city? what do you think?) built by AI: <10 tiles = ????????? , >10 tiles = ?????
The planned city is on the same/different landmass as the Capital - -25%/+25% chance
The planned city is a naval city/or not - +10%/-10%
The planned city has a luxury you do not own/you do own within 3 city rings: +10%/+5%
The planned city has a strategic resource within 3 city rings: +10%
The planned city has more/or less rough terrain tiles within 3 city rings: +10%/+0%
The planned city has more/ or less than 2 bonus resources within 3 city rings: -10%/+10%
This is all i could come up with, i think we would need more -% modifiers but i cant think of much
So what do you think, does it worth the struggle?
Lets start with my idea of a colonial city:
Colonial city is a usual puppet city that can be build by one of main civs. The only thing it should differ from a puppet city is a decreased buildings maintenance and increased yield gain, which can be introduced through unique on-settle building (NEEDS A NAME) and a free Courthouse in a case you would want to annex it later (Ai should have bigger change to annex these cities over captured puppets). In order to introduce this mechanic we would need to do one of these things (ive not yet decided which one would work best):
1. Make every settler type unit (except Venetian merchant) capable of building a Colonial city from day one as a separate button
2. Make this option unique to only Colonists from day one as a separate button
(1-2). We can also leave the button the same but at the moment when you decided to build a city you would get a window similar to one when capturing a city where you will be asked if you want to settle or make it your colony.
3. Make this option appear at Compass(or any other) tech the way i described it in 1 and (1-2)
Here are some examples of AI decision-making modifiers (all numbers are arbitrary and need adjustment):
The map type is Pangea or Communitas Map with None oceans option enabled - -1000% chance to settle a colonial city (you probably dont need these here)
The map size is Tiny/Small/Standard/Large/Huge - +5%/+5%/+10%/+10%/+15% chance
Ai has rless than 4 cities- -100% chance
Ai has less/more than 6 cities - -35%/+5% per non-puppet city and +1% per every puppet city chance
The distance to the Capital: <25 tiles = -40%chance, >25 tiles= +0.5% per tile
The distance to the nearest non-puppet city: <10 tiles = -20% chance, >10 tiles = +1% per tile
The distance to the nearest road(or connected city? what do you think?) built by AI: <10 tiles = ????????? , >10 tiles = ?????
The planned city is on the same/different landmass as the Capital - -25%/+25% chance
The planned city is a naval city/or not - +10%/-10%
The planned city has a luxury you do not own/you do own within 3 city rings: +10%/+5%
The planned city has a strategic resource within 3 city rings: +10%
The planned city has more/or less rough terrain tiles within 3 city rings: +10%/+0%
The planned city has more/ or less than 2 bonus resources within 3 city rings: -10%/+10%
This is all i could come up with, i think we would need more -% modifiers but i cant think of much
So what do you think, does it worth the struggle?
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