Flexible city radius

ShadowWarrior

Prince
Joined
Jun 7, 2001
Messages
411
I suggest a flexible city radius system. Each city has a max number of hex in its city radius, but the hexes are not limited to the first three concentric rings. If I want, I can make a city incorporate a hex that is located four rings or even five away.
 
Something similar to Ara: History Untold perhaps? :) There, when your city grows, you get a "claim", which can be used to take a region. Regions within a radius of 3 costs 1 claim, beyond that they cost 2, so you have to save up for it.

I think it is a good system, as you have a lot of flexibility in how your city grows, but there's a tradeoff to take more remote regions.
 
Given that the technology of transportation and moving supplies to the city didn't change much from The Wheel in the Bronze Age to the mid-18th century, any extension of city radii in that period (Antiquity and Exploration Ages) would be based strictly on Political Control. After that, the advent of more modern road making and especially railroads and steam power enormously increased the size of the city radius, and that could be modeled in the game by a Tech-based increase. Either Modern Age Tier 1 Steam Engine or Tier 2 Urbanization Techs would work, to extend the overall city radius to, say, 4 tiles in all directions.

Earlier, a general extension over land tiles just isn't technologically possible. Wagons or carts or pack animals over land, regardless of how good your roads were, couldn't haul anything more than about 100 - 150 km before the draft animals had eaten the equivalent of everything they were hauling by weight and you wound up with a Zero Sum adventure.

The way around that was to use water - river, coast, etc - transportation, which was an order of magnitude more efficient. I suggest that the Game Start 3 tile radius could be extended 1 extra tile on a river tile, or 1 extra tile on a navigable river and on either side of the navigable river. On the coast, you could extend an extra tile along the coast. Placed along any kind of river, then, that could give your Antiquity/Exploration city a bunch of extra tiles to work, and depending on the configuration, at least 2 tiles along the coast.

There is, after all, a very good reason why every major pre-modern city was built with access to a river or the coast or both.
 
I would Like to see trading outposts like in call to power II and City growing in a most natural way. What is when every City has x tiles and no Radius of 3 . Outposts could connected with roads or later railways and they could 4 tiles away of your last City tile. I think City planing in difficult Terrain would be better and Ressources would become more tactical.
 
I would Like to see trading outposts like in call to power II and City growing in a most natural way. What is when every City has x tiles and no Radius of 3 . Outposts could connected with roads or later railways and they could 4 tiles away of your last City tile. I think City planing in difficult Terrain would be better and Ressources would become more tactical.
Note that right now the only Improvements you can build in a tile are tile-terrain-specific: you can only build a farm on Tile A, a sawmill/woodcutter on Tile B, etc.

This needs to be loosened up.

A way to start, and also address the specific grabbing of resources/bonuses just out of reach of the ordinary settlement radius might be to add a new Improvement: the Outpost.

This could be built on any workable land tile (so, no mountains need apply until Modern Age) and would 'exploit' whatever bonus/resource is in that tile. Most important, it could be be built outside the ordinary settlement radius, as in:

Antiquity Age - up to 1 tile outside the radius
Exploration Age - up to 2 tiles outside the radius
Modern Age - up to 3 tiles outside the radius.

A tile adjacent to a Navigable River could be an extra tile farther in every Age
A tile connected by railroad (Modern Age) could be up to Twice the distance away.

As early as 3700 BCE the very early city of Uruk had outpost mining settlements over 100 km away mining and melting copper and 'feeding' it back to the city: people have always been willing to 'go the extra mile' if there is something out there they want/need . . .
 
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