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Concept: CiV's 2nd expansion - Thrive And Prosperity - 3. Growing Settlements

Discussion in 'Civ - Ideas & Suggestions' started by Deggial, May 1, 2012.

  1. Deggial

    Deggial Emperor

    Joined:
    Jul 27, 2007
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    1,205
    Location:
    Germany
    3. Growing Settlements

    3.1 General concept

    - In “Thrive & Prosperity”, the trading post concept is replaced by growing settlements.
    - Each settlement grows in three stages: hamlet → village → provincial town. The initial hamlet adds +1 :c5gold: and doesn't consume food (exactly like trading posts).
    - Growing has two effects:
    • +1 :c5gold:; additionally, provincial towns yield +1 :c5production:.
    • -1 :c5food:
    - There are two preconditions to grow:
    a) the settlement must be worked over a certain time (50 turns).
    b) the settlement must have surplus food on it's tile (see below).



    Picture: Schemata of settlement growth (food neutral to main city)



    3.2 Consequences

    - In order to work a grown settlement without negative effects on the owning city's population, an additional farm is needed! A natural looking mix of small settlement and farms will develop, without the need of artificial restrictions and rules.
    - Grassland will be way superior to plains concerning settlement growth. On plains, settlements may only reach 2nd size without further help.
    - On hills settlements won't grow.
    - Until the invention of fertilizer, settlement growth will be moderate. Population explosion is a modern phenomenon and will be represented in CiV by this concept. New buildings and SoPo's (see below) will accelerate this development.
    - Rivers will be way more important, as they allow large settlements earlier in the game with “civil service”.


    3.3 Visual representation

    - A new graphical representation of trading posts was introduced in G&K. While this was a welcome change, another change is needed to represent growing settlements in T&P.
    - Basically, settlements are smaller entities of the main city graphics. They are compose of small continent typical houses of a brighter colour, with some trees and small fields, to represent their self-sufficiency in smaller stages.



    Picture: Lyon with provincial town (left) and village (right)


    3.4 Interactions with the other game elements

    - Some Social Policies will change, to interact properly with the new settlement system:
    • “Free Thought” (Rationalism) will grant +1 :c5science: to hamlets, +2 :c5science: to villages and +4 (!) :c5science: to provincial towns. This will compensate the fact that there will be less settlements, but more farms. Regarding provincial towns, it will actually be an *over*compensation to reward good settlement planing.
    • The Freedom-tree (starter, finisher or a policy) will affect settlement growth: If adopted, settlements will need only 25 turns (halved time) of being worked, to grow to the next bigger size.
    • Interactions with other trees might be thinkable, too: “Communism” (Order) might lose it's +2 :c5production: per city and gain a +1 :c5production: per provincial town. A changed Commerce tree might grant an additional +1 :c5gold: per provincial town at some point.
    - A new building is introduced: the “supermarket”. The supermarket will provide all settlements with +1 :c5food:, making further settlement growth possible. If settlement size reached provincial town-size already, supermarkets will make it possible to re-improve some farm tiles as settlements and stay food-neutral at the same time. (Representing population explosion and urbanisation!)



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  2. CYZ

    CYZ Toileteer

    Joined:
    Sep 29, 2010
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    1,376
    I like this alot. Though I fear it will be used mostly in puppetcities. You usually do not want to use your high food tiles in settled cities.

    Unless you're going very wide, I guess it benefits wide empires as well.
     
  3. Deggial

    Deggial Emperor

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    Thank you!

    You are right, of course. My concept will not change the scatter of settlements compared to vanilla CiV. You still will want to have a big capital and other self controlled cities.
     
  4. dashwinner

    dashwinner Prince

    Joined:
    Dec 5, 2010
    Messages:
    318
    It does make sense that you should have settlements in between major cities. how about being able to build them outside of the 3-tile city ring.

    this would be different to your concept, of course, but it would provide other bonuses...
     
  5. Kraken98

    Kraken98 Chieftain

    Joined:
    Feb 23, 2014
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    30
    I love this idea, my only beef with it is that this drastically devalues Mines, Farms, Tall Cities, and Great Person improvements.
     
  6. joncnunn

    joncnunn Senior Java Wizard Moderator

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    Moderator Action: Moved to Ideas & Suggestions
     

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