nebuchadnezzar
King of New Babylon
i have a new city idea (somehaw inspired from empire earth and AoM)
we just build settlers and found a new city if we find a good location. we cannot declare land as ours without a city. our colonies are also overrun with enemy cultural expansion.
now, my suggestion comes.
have 4 different city types: town, colony, settlement and fort. town is what we know in civ3.
colony: need not be built on resources, but have to have resources in 1-square borders. requires a colonist to be build. can have commercial city improvements such as harbors. no cultural improvements can be built until colony "upgrades" to town. can be upgraded to town with some city improvements. requires a certain tech development. (possibly age of discovery). no support to army. produces only deffensive units in a slow rate. high chance to cultural flip.
settlement: ancient age settlements. limited improvements can be built, such as temples. no unit prodution. can be used to declare land. can be upgraded to town. built by scouts. no defensive support or unit support. cannot be built after some certain teh.
fort: military bases. can be used as forward bases. supports army, great defensive values. built by engineer. requires construction (or similar) tech. only barracks, harbors and airports can be built. low chance to cultural flip.
i only stated my ideas. i know it won't be implemented in the game, but what about the ideas?
we just build settlers and found a new city if we find a good location. we cannot declare land as ours without a city. our colonies are also overrun with enemy cultural expansion.
now, my suggestion comes.
have 4 different city types: town, colony, settlement and fort. town is what we know in civ3.
colony: need not be built on resources, but have to have resources in 1-square borders. requires a colonist to be build. can have commercial city improvements such as harbors. no cultural improvements can be built until colony "upgrades" to town. can be upgraded to town with some city improvements. requires a certain tech development. (possibly age of discovery). no support to army. produces only deffensive units in a slow rate. high chance to cultural flip.
settlement: ancient age settlements. limited improvements can be built, such as temples. no unit prodution. can be used to declare land. can be upgraded to town. built by scouts. no defensive support or unit support. cannot be built after some certain teh.
fort: military bases. can be used as forward bases. supports army, great defensive values. built by engineer. requires construction (or similar) tech. only barracks, harbors and airports can be built. low chance to cultural flip.
i only stated my ideas. i know it won't be implemented in the game, but what about the ideas?