Colonial expenses

Zongo

Warlord
Joined
Oct 11, 2007
Messages
161
Some observations and thoughts on the same, based on a standar map epic game.

Colonial expenses kick in when you have more than two cities on a landmass other than the one your capital is in. They are precisely twice as much as the "distance from capitol" expenses.

I read somewhere that they should kick in on a landmass where you don't have A capitol - not THE capitol. Banking on this, I colonized another landmass and built my Forbidden City there. As expected, my second capitol did not show any colonial expenses, because the distance from capitol is zero, but all the other cities kept bleeding the expenses out, altough at a reduced rate since a capitol was so much closer.

I would expect that, by building a second seat of government on the second landmass, this would become more or less like the mother country. Would it be possible to mod the game so that this is actually the effect? That would mean that one could have at most 3 continents as "home", if owning Versailles.

On a second though, I do not really think that the "continent" should be the colonial discriminator. You can have a large enough island just one coast apart from your capitol, and a group of cities there will be colonies. A better discriminator could be the connectivity of your boundaries - that is, any city connected to the capital through your territory (on land OR sea) is not a colony, while a city on the same landmass which is not (or not yet) connected to the capitol will be counted as a colony. Possilby with a maximum distance factor, making all the cities too far from the capitol be conted as a colony. This distance could also grow with the discovery of new "bureaucratic technology" (paper, bureaucracy, constitution, communism).

This would make some historical sense: Greek cities in southern Italy and Crimea always remained colonies (although powerful ones), and Roman outposts in Gaul were too, until the romanisation of the land (expansion of cultural borders = inglobation within the Limes).
A similar argument would apply with English controlled territories in France during the 100 Years War. They were not colonies so long as France did not have a comeback at national identity with Joan (an expansion of cultural borders which cut the English out, so to say). The last English outpost was Calais, which was then strangled by the further expansion of French culture (becoming a colony) and then eventually lost to culture flipping.
Or think about Denmark - most of the country (the Jutland) would be a colony, because the Capitol is on a island - and closer to Sweden, which the Danes ruled from time to time, all or in part.
Finally, had Great Britain granted full citizenship status to the North American colonies (no taxation without "representation", i.e. a second capitol in game mechanics - unfortunately they already built it in Scotland and the French beat them to Versailles) then there would have been probably no revolution...
 
You think you had it bad, one game I played I could effectively only build two cities on my start continent and the easiest war was Egypt on the continent to my left. I went over and invaded Egypt and the costs to maintain cities were so crippling I had to give up the game. Given how close to my capital those cities were it was very aggravating.
 
Guess why I usually play on a pangaea ?
No, it's not only because any cities on another landmass cost a vast fortune unless you make them colonies. It's also because of the Wonders whose effects only apply to the landmass they're built on.
 
It used to be so (before patch 3.13) that the colonial expenses were capped by 100 instead of the 2*distance from capital upkeep. It meant that a city on a different continent, but very close (say 5-6 tiles) to the capital could have 100 colonial expenses (before courthouse and inflation effects) if there were several of your cities on this second continent. I wrote a bug report about it and this is how they changed it in 3.13. It is a good change from how it worked before, but I also would have preferred a model based on cultural connectivity. However, that would probably mean that they'd have to rewrite the whole distance calculation method based on cultural connectivity and try to predict all the balance issues that would be connected to such a change. I can safely say, that that is not going to happen in a patch.

There is a side effect that colonial expenses in State Property are 0, which is a serious boost for this civic.

See this bug report thread from BTS 3.03: Game balance issue: Colonial Expenses.

Oh, here is one of the more elaborate models to calculate city upkeep. Might be an idea for civ5. It's close to what you suggest.

Lets expand further on your concept: What if city maintenance would be dependant on the lowest level of culture that you encounter in a tile when you trace a path from the city to the capital. Or maybe on the number of low culture tiles encountered in such a path. (I drop the distinction between distance maintenance, colonial expenses and number of cities maintenance for the moment for simplicity)?

In civilization 4, each tile has a culture value and this value is only used to determine the owner of the tile. But you could also link it to the upkeep cost of the cities in the empire. If the cities in the empire are only linked by weak culture zones, then one could argue that the empire is a less stable empire and doesn't have a strong cultural identity. It would cost more to control the cities in such an empire than to control the cities in an empire with a strong cultural identity.

This maintenance model, where the maintenance cost of the cities are linked to the strength of the cultural link to the capital, would automatically include a system for colonies as these are not linked via cultural tiles to the capital.
It would also make the maintenance cost of directly adjacent islands to be less of a problem as the cultural zones might meet over the seas.
 
You think you had it bad, one game I played I could effectively only build two cities on my start continent and the easiest war was Egypt on the continent to my left. I went over and invaded Egypt and the costs to maintain cities were so crippling I had to give up the game. Given how close to my capital those cities were it was very aggravating.

Why didn't you just move your palace to the conquered Egyptian cities...?
 
Thanks Roland, I missed that thread. :)

The system you propose sound interesting too, but I think it would be expensive to compute dynamically, and a bit too "physiologic". What I mean is that borders should be the result of not only culture, but also political will: "this is our great and indivisible country" etc. etc. (translate it in any language, and some national hero would surely have said it).

Besides, to cut off a piece of the enemy land from its core would be less visible and rewarding: if you only consider simple connectivity, you just need that particular tile to fall under YOUR control :mischief:

Having forts to produce a small amount of culture when units are in them would add to the fun (you could dynamically change your culture/military presence, sacrifying production). Maybe forts could come with an upkeep, too...

The border connectivity idea might actually be easier to implement than suggested. I think the Great Wall does already a very similar computation, when drawing itself on the map. In fact, if your domain is made of two disconnected areas, the Great Wall will circle only the one where the building city lies (altough the effect will be continent-bound).
 
[...] it's not only because any cities on another landmass cost a vast fortune unless you make them colonies. It's also because of the Wonders whose effects only apply to the landmass they're built on.

You are right, I have the same "optimisation" urge to play on Pangea. But it has 2 serious drawbacks for me: navies are much less important (I like navies a lot) and coastal cities are much less important (I like coastal cities' buildings, I strive to use as much coast tiles as possible without junky ocean tiles, and I enjoy the deliriously good feeling of building the Colossus as a financial civ).

Plus, on Pangea you do not get to "pacify" your continent and then to go for the final showdown with the AI/guy/fine lady who did it on the other emisphere...

Finally, I like the "colonial expenses" and "colony liberation" concepts a lot. I only wish it could be molded into a pleasant shape with some good game planning, instead of just suffered through. kittenOFchaos' game would have been saved -and fun- with this option.
 
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