Kael
Deity
userOne said:i'm already posted it in another tread, but little lateso reposting it here just for receiving feedback
------------
as far as i remember, in all versions of Civ, there was no opportunity to support city in areas with poor-food terrain. Its not realistic for me, so what if, to add a way for food supply to your mod?
Unit: food caravan
Costs: ???
Build by food (may be only by food, if it is possible)
No Strength, can be captured.
Can do "supply" (add ??? food to the target city storage, caravan is destroyed)
USE: build in food-rich city, in a way as worker/settler does, соnsuming excess food, then moved to target city and do "supply", adding fixed ammount of food to city storage if it isn't full or grows up city if food storage is full.
* allow to speed up city grows by costs of stoping it in another
* allow to have not size 1 city in arctic/desert zones (resource cities)
* allow to prevent death of citisens from starvation in case of temporal food lack, as a result of farm pillaging or civic change or other
* allow to create specialized production centers, or GP farm (culture centres) wich do not feed themselfs, but supplyed by other cities (its a country, not a just a group of selfish cities, isn't it? )
* allow to cultivate culture in border cities affecting by foreign culture bomb to get back some of lost land
i do not think this feature will be overpowred, becouse of resourses/GP/production you get from this "donated" city, will be compensated by loosing production in donor city, more than, it can be balanced by caravan cost/supply numbers (30/20 for example).
the only question is how to teach AI to use it?
PS. sorry for my english...
My fear is that it creates micromanagement. I dont know that its very fun to keep creating supply wagons. You're right that it would be a realistic addition but I like the balance of city growth based on local food so that you get pros/cons for different areas. Being able to mitigate that with a supply wagon lessens the importance of one of the best strategic decisions in the game, where to places cities.