acluewithout
Deity
- Joined
- Dec 1, 2017
- Messages
- 3,470
Making new cities relevant late game is always going to be a struggle because of victory conditions. Every turn that passes is one turn less any new city can help you.
Playing around with settler and district costs is some help, but really the drop in incremental value of new cities is the real killer.
What the late game needs is some reason to want more cities. For example, maybe how much land you control is connected to a diplomatic victory or something. But I can see problems with that too, such as perhaps then forcing city spam on players again.
I think a better approach overall (and which I’ve suggested before) is to have some of the gaps on the map filled up by some sort of “minor civilisations” that are somewhere between the current major Civs and city states / barbarians. Your mighty empire might then absorb these civs somehow. So, you would have to settle more cities in the late game. Instead, you’d just get them through absorption or you just leave areas to be filled by these minor civs (which might be relevant to trade or diplomatic victories etc).
Another thing to think about too is what late game cities should look like. I really don’t think late game cities should have all that many districts. At that point, it should only be cities that have been around for 100s of years that should have districts, unless there is some strategic gap they’re filling. The problem is though, that unless your cities have districts, they’re not much use to you.
Three partial solutions. One, some Tier 3 buildings (eg Research Lab) should have regional effects. That way, late game cities in range of established cities would have some value. Two, there should be some distinction between core and non-core cities. eg perhaps you build some city building which makes the city non core, which has some advantage, but means the city can’t place districts. Three, non core cities should boost core cities, eg by helping them grow eg like “feeder” cities.
Playing around with settler and district costs is some help, but really the drop in incremental value of new cities is the real killer.
What the late game needs is some reason to want more cities. For example, maybe how much land you control is connected to a diplomatic victory or something. But I can see problems with that too, such as perhaps then forcing city spam on players again.
I think a better approach overall (and which I’ve suggested before) is to have some of the gaps on the map filled up by some sort of “minor civilisations” that are somewhere between the current major Civs and city states / barbarians. Your mighty empire might then absorb these civs somehow. So, you would have to settle more cities in the late game. Instead, you’d just get them through absorption or you just leave areas to be filled by these minor civs (which might be relevant to trade or diplomatic victories etc).
Another thing to think about too is what late game cities should look like. I really don’t think late game cities should have all that many districts. At that point, it should only be cities that have been around for 100s of years that should have districts, unless there is some strategic gap they’re filling. The problem is though, that unless your cities have districts, they’re not much use to you.
Three partial solutions. One, some Tier 3 buildings (eg Research Lab) should have regional effects. That way, late game cities in range of established cities would have some value. Two, there should be some distinction between core and non-core cities. eg perhaps you build some city building which makes the city non core, which has some advantage, but means the city can’t place districts. Three, non core cities should boost core cities, eg by helping them grow eg like “feeder” cities.
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