Mod Proposal: https://forums.civfanatics.com/threads/better-city-town-ecosystem-mod-proposal.696941/
Best for larger maps. Only for Antiquity Age.
Release 0.1.0
Basic parameter adjustments.
The final intent of this mod concept is for food distribution to be customizable. There are no new bonuses on farming towns, but the intent is to be able to target surplus food to desired cities.
To explain certain concepts:
This mod is meant to hopefully integrate with a larger concept for accommodating better growth rates. This includes things like making towns have a 2-tile radius, but can settle within 2-tils of cities instead of 3. Like increasing the town tile radius to 3 in exploration, and make cities smaller in that age. 5-tile cities if railroads are built in Modern. This kind of thing. Also an adjusted endgame that permits maxing out tech trees for a few turns prior to age end if you really max.
Best for larger maps. Only for Antiquity Age.
Release 0.1.0
Basic parameter adjustments.
- City growth rate increased.
- City costs increased.
- Cheaper settlers.
- No settlement cap.
- Urban Center adds +2 gold for quarters to make it an attractive alternative to new specializations.
- Mining Town add +4 production to rough terrain mines.
- Trade Town becomes Cult Center. Warehouse bonus based Pantheons receive double bonuses if altar is built. Other bonuses remain.
- Philosphers' Retreat provides +3 science on town center, +2 for quarters, +1 for non-quarter districts.
- Bards' Camp is the culture version of above.
- Armed Farmers: 1/3 the combat strength of a warrior, 1/3 as expensive. 1 movement range.
- Militiaman: Unlocks with Bronze Working. Slightly less ranged strength than a slinger, as strong as a warrior. Much cheaper than a spearman. 1 movement range.
The final intent of this mod concept is for food distribution to be customizable. There are no new bonuses on farming towns, but the intent is to be able to target surplus food to desired cities.
To explain certain concepts:
- The higher growth makes food valuable and tradeoffs between food specializations or buildings meaningful. It also pulls back the tight growth rates so expansion feels natural and rewarding. Cities being expensive are meant to provide a limit on growth, but frankly it's quite easy to get excellent yields by the end of the age and I think I'd prefer a modified endgame. Even so the point is to have expansion and wars and bypass the "race" to the forced ending.
- Because of higher expansion, and the role of cities in producing professional military with production, new militia units have been added which are incredibly weak and have 1 movement range. These are stopgap defensive measures for an expanding empire where armies move in to support them if a major incursion is happening. The balance seems very good, and they serve their purpose of enabling more expansion. I haven't tried spamming them for a massive zombie wave attack.
- Town specializations matter immensely now and one or two good mining towns will support your entire budget. Science and culture towns don't make a huge difference but if you commit to using many of them it would be a great strategy to try. Altar warehouse bonuses are buffed in trade towns, so if you have a rainforest buff for instance, you can go out of your way to maximally settle towns in the rainforest so they're all cult centers. It's now worthwhile to settle 2,3,5 tile towns to fill gaps. They can always add a little science or culture.
This mod is meant to hopefully integrate with a larger concept for accommodating better growth rates. This includes things like making towns have a 2-tile radius, but can settle within 2-tils of cities instead of 3. Like increasing the town tile radius to 3 in exploration, and make cities smaller in that age. 5-tile cities if railroads are built in Modern. This kind of thing. Also an adjusted endgame that permits maxing out tech trees for a few turns prior to age end if you really max.
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