historix69
Emperor
- Joined
- Sep 30, 2008
- Messages
- 1,412
Harbors as placable districts in Civ6 are a good idea and I think many players have wished to have harbors for years since the increased minimum spacing between cities made it more difficult to place cities on all coasts.
Harbors give access to the sea trade routes, allow to build (trade- and war-)ships, allow to exploit sea resources, ...
However in the last point a Harbor District can fail. If the city is placed 2 hexes inland and the harbor is placed on the 3rd ring of hexes on coast, the city cannot access most of the sea resources around the harbor since the resources are more than 3 tiles away from the city center. Now with the new loyalty system AI places many cities close to the capital, so in some cases abandoning the possibility to exploit most sea resources near their coast since all cities are inland.
The distance to exploit sea resources should be based on the position of the harbor, not of the city centre.
Here are some ideas for possible solutions :
0. Reduce minimal city distance
- Reduce minimal city distance (e.g. to 2) to allow more coastal cities on small / narrow landmass.
1. Extended city range with harbor
- A harbor is placed on coast near land OR on land near coast.
- A harbor extends the city range of workable tiles up to 3 tiles from the harbor.
- A city may have more than one harbor district with a minimum spacing for harbors to allow access to sea resources in all directions.
2. Fishing Village
- Keep Harbor district for normal cities as access to sea trade routes and as a ship yard (which needs the city production as input).
- Add a new coastal city type (Fishing Village) which is placed on coast near land (or on land near coast?), allows exploitation of sea resources up to 3 tiles away and has a smaller or no minimum city spacing distance, so that a major central city on a medium Island may be surrounded by half a dozen fishing villages.
- No buildings.
- Yields :
Gold, Faith and Culture (e.g. from pantheon) are added to the players global counters.
The big problem :
How to transfer food and production from harvesting sea resources from the village to the inland city?
3. Harbor sphere of influence
- To allow working water tiles, a harbor should culture bomb unclaimed coastal and sea tiles up to three tiles away.
Harbors give access to the sea trade routes, allow to build (trade- and war-)ships, allow to exploit sea resources, ...
However in the last point a Harbor District can fail. If the city is placed 2 hexes inland and the harbor is placed on the 3rd ring of hexes on coast, the city cannot access most of the sea resources around the harbor since the resources are more than 3 tiles away from the city center. Now with the new loyalty system AI places many cities close to the capital, so in some cases abandoning the possibility to exploit most sea resources near their coast since all cities are inland.
The distance to exploit sea resources should be based on the position of the harbor, not of the city centre.
Here are some ideas for possible solutions :
0. Reduce minimal city distance
- Reduce minimal city distance (e.g. to 2) to allow more coastal cities on small / narrow landmass.
1. Extended city range with harbor
- A harbor is placed on coast near land OR on land near coast.
- A harbor extends the city range of workable tiles up to 3 tiles from the harbor.
- A city may have more than one harbor district with a minimum spacing for harbors to allow access to sea resources in all directions.
2. Fishing Village
- Keep Harbor district for normal cities as access to sea trade routes and as a ship yard (which needs the city production as input).
- Add a new coastal city type (Fishing Village) which is placed on coast near land (or on land near coast?), allows exploitation of sea resources up to 3 tiles away and has a smaller or no minimum city spacing distance, so that a major central city on a medium Island may be surrounded by half a dozen fishing villages.
- No buildings.
- Yields :
Gold, Faith and Culture (e.g. from pantheon) are added to the players global counters.
The big problem :
How to transfer food and production from harvesting sea resources from the village to the inland city?
3. Harbor sphere of influence
- To allow working water tiles, a harbor should culture bomb unclaimed coastal and sea tiles up to three tiles away.