Khan Quest
Prince
I’d like to see it somewhat costly, but possible to make improvements in no-man’s-land (land not within anyone’s cultural borders).
Roads
Workers can already build roads outside cultural borders, in open-border rival territory and in adjacent tiles in enemy territory.
No-man’s-land road building should cost some gold, say 2 gold per worker-turn or take twice as long. I picture to new “worker icons” one, a road with a few gold coins, and one, a road with an hourglass. In foreign territory, only 2 gold per worker-turn is available.
Chopping
No change.
Tile Improvements
This can be done in no-man’s-land, but not in rival lands, and also costing gold per worker-turn, again maybe 2.
Border Creep and Improvement Dilapidation
When cultural borders expand and an improvement formery in no-man’s-land or in a rival’s area, one worker-turn is needed to ready it for use. The tile looks improved, but maybe there is a cobweb over a mine or dandelions growing on plantations and farms. (Rats in pastures & camps?)
AI Cheating
This obviously benefits the human player more than the AI. For human players, I expect a road to a no-man’s-land copper mine or horse pasture will very often be ready by the time a first settler is produced. So the AI should cheat – No outside-border road building costs, no dilapidation repair necessary.
Edit - added:
Forts
Forts constructed in no-man’s-land should also cost gold per worker-turn, again maybe 2. A maintenance fee for each military unit occupying a no-man’s-land fort would be assessed. When a military unit ends a turn in the fort, you may select whether that unit will occupy the fort (and receive defensive bonuses) or not.
Roads
Workers can already build roads outside cultural borders, in open-border rival territory and in adjacent tiles in enemy territory.
No-man’s-land road building should cost some gold, say 2 gold per worker-turn or take twice as long. I picture to new “worker icons” one, a road with a few gold coins, and one, a road with an hourglass. In foreign territory, only 2 gold per worker-turn is available.
Chopping
No change.
Tile Improvements
This can be done in no-man’s-land, but not in rival lands, and also costing gold per worker-turn, again maybe 2.
Border Creep and Improvement Dilapidation
When cultural borders expand and an improvement formery in no-man’s-land or in a rival’s area, one worker-turn is needed to ready it for use. The tile looks improved, but maybe there is a cobweb over a mine or dandelions growing on plantations and farms. (Rats in pastures & camps?)
AI Cheating
This obviously benefits the human player more than the AI. For human players, I expect a road to a no-man’s-land copper mine or horse pasture will very often be ready by the time a first settler is produced. So the AI should cheat – No outside-border road building costs, no dilapidation repair necessary.
Edit - added:
Forts
Forts constructed in no-man’s-land should also cost gold per worker-turn, again maybe 2. A maintenance fee for each military unit occupying a no-man’s-land fort would be assessed. When a military unit ends a turn in the fort, you may select whether that unit will occupy the fort (and receive defensive bonuses) or not.