complete use of your territory

locomuchacho

Reichsprotektor
Joined
Jul 25, 2003
Messages
49
Location
Maroubra Sydney Australia
what about using your hole territory for commerce, food and shild production, not only the tiles within the city radius?

in reality, the big fields producing food, mines etc are often far away from the big cities, and i think it would be cool to build a mine, or farms on these tiles and let the goods from there transport to the cities via your trade network...

the produced goodies outside the city radiuses could be distributed to the cities you need them.


another much important thing would be a terrain that can be used by ships and landunits as well, something to represent big bridges over channels...

my ideas, perhaps already mentioned...

game on, loco
 
locomuchacho said:
what about using your hole territory for commerce, food and shild production, not only the tiles within the city radius?
you could use tighter city spacing...

locomuchacho said:
another much important thing would be a terrain that can be used by ships and landunits as well, something to represent big bridges over channels...
I like the idea of canals, but "big bridges" would make archipelago conquest much easier (there always seems to be a one-tile strait that makes you think "if only I could bridge that...").
 
Building big bridges is okay, IF you got it with some industrial tech, your not making a mile long bridge in ancient times! (Is there one in modern times???)
 
With all due respect, you'd be talking about not mile-long bridges, but more like 20-30 mile-long bridges. Wouldn't it be more efficient to build a tunnel instead?
 
It has to be tunnels really. How about this. You can only build tunnels between 2 cities you own, and the further each section of the tunnel is from a city, the exponentially longer it takes to build?
So if it was a 1 tile strait, it would take 20 worker turns. For a 2 tile gap, 40wt, because you could start work at either side and the difficulties would be the same.
For 3 however, it would take the same 40 to do the first two, but the middle section would require another 60 to represent the increasing difficulties the further you get from land.

Gap Turns to complete tunnel
1 20 = 1*20
2 40 = 2*20
3 100 = 2*20 + 1*60
4 160 = 2*20 + 2*60
5 340 = 2*20 + 2*60 + 1*180
6 500 = 2*20 + 2*60 + 2*180
7 980 = 2*20 + 2*60 + 2*180 + 1*540
8 1520 = 2*20 + 2*60 + 2*180 + 2*540
9 3160 = 2*20 + 2*60 + 2*180 + 2*540 + 1*1620
etc
Obviously, change the numbers and multipliers for balance, but this would allow tunnels, only allow them between your cities, and prevent them from criss-crossing the world due to the increasing costs.
 
@ Scuffer: That's a really good idea. Possibly there could be limits to the number of units moving through per turn as well.
 
Bartleby said:
Possibly there could be limits to the number of units moving through per turn as well.
I think you are right. It would be too easy to shift an entire military around the world otherwise. Perhaps slower movement through tunnels too, treat them as roads rather than rail?
 
At 500 turns for a six tile tunnel I think you should be able to move whatever you want through there. The airport limit is silly as well, just pay for the aircraft like you should for transports.

In an old thread of mine I suggested that the worker radius of a city should increase by population so that you could have 60+ worker cities without having to import food. Here is a link.
 
Tunnels are a neat idea, but that would take away even further from the use of a navy. For the most part it seems that the navy is nearly meaningless in Civ already. If you could get troops from one point to the next you wouldn't even need a navy. The only way that a tunnel would be good is if it could be destroyed by a submarine or something. And also, if there was a definitive size limit of like 1 or 2 squares.
 
One simple way to prevent excessive crioss-crossing would be to make it so that any time a undesersea tunnel tile is pillaged, any land unit still on a connecting sea tile is destroyed - drowned as floodwaters rush through the wrecked tunnels.

And no they shouldn't have infinite movement. Nor should rails.
 
I especially agree with the rails...and as far as tunnel movement, it would be based on if it was a railroad or road. Personally, I am in favor of a road (3 moves), railroad (4-5 moves), highway (6-8 moves) system. And make each progressively higher so railines and highways have greater strategical value.
 
Personally, I think rails should be a city improvement and not a terrain feature. That way, no special rule is needed to prevent the enemy from walking up to your cities by train. Instead, the "rail depot" allows a civ2 style airlift function between cities conencted by roads, up to a distance limit of [N] tiles, and each such rail move costs [X] gold. Exact numbers need to be tweaked of course.

I think this system could be extended to equivalenst for airports and harbours too.
 
locomuchacho said:
what about using your hole territory for commerce, food and shild production, not only the tiles within the city radius?
Sounds pretty good, and being able to use your vast fields of resources and food makes sense instead of only using what is in the equivalent of a few miles of your city
 
New idea - Villages

These settlements are built by Workers. They are maximum size 4, 100 culture, can only build first tier buildings and nine tile square max working radius. They ship all excess food after reaching max to city of choice. The rest of the production goes to that city as well, if connected by railroad.
 
Hmmm, sounds a little like the 'Supply Crawler' from SMAC, Sir_Schwick-only immobile!! (Not that that's a bad thing ;)!) The 'modified' Supply Crawler actually featured quite heavily in the list for Civ3 (waaaayyyy back in 1998-99!), and may have even been the inspiration for colonies-after a fashion!
Good idea, though S_S :)!

Yours,
Aussie_Lurker.
 
Scuffer said:
It has to be tunnels really.

Exactly. You don't see a bridge across the English Channel do you?

Aussie_Lurker said:
Hmmm, sounds a little like the 'Supply Crawler' from SMAC

What is SMAC and what is this 'Supply Crawler'?
 
Well, SMAC stands for 'Sid Meirs Alpha Centauri', and Supply Crawlers were units which could be sent out from a base (city) to collect resources outside of the standard city radius. What I can't remember is if the supply crawler had any kind of range!

Hope that helps to explain it.

Yours,
Aussie_Lurker.
 
sir_schwick said:
New idea - Villages

These settlements are built by Workers. They are maximum size 4, 100 culture, can only build first tier buildings and nine tile square max working radius. They ship all excess food after reaching max to city of choice. The rest of the production goes to that city as well, if connected by railroad.

I think this is an excellent idea to take the most advantage of the terrain. An important issue is that these villages (or farm/mining/fishing towns) cannot take the tiles belonging to a city, only those free and available. Regarding military issues, they should be able to create militia and draftees, but not full military units.
 
Agree exactly with the militia point.

Also, you can ship resources to cities along roads, but only with a heavy corruption penalty to what is shipped. This would be a great way to feed a city in the hills with food from a river valley.

You can also use a settler and build there to make the village a full city. Any culture that had accrued past tthe 100 culture limit is added back on.
 
Back
Top Bottom