Imagine if instead of culture affecting the growth of the city we had a separate currency: border growth. And instead of of gold being able to be used to buy tiles, we had an extra separate currency: land acquisition points. Do you think that it would be a better system than culture/gold for border growth?
I've been thinking about this. I don't really like the expansion mechanism because, with culture bombing and how fast population grows, it looks like cities will all end up looking like big circles (or hexagons) and overlap between cities will be extremely undesirable (much more so than in 6) so cities will often be completely disconnected from each other. I'd like more interesting possibilities. My idea doesn't "solve" the problem of bundling too many mechanisms together because I don't see it as a problem. Anyways, here's how it works:
- Tile point is local to each city and cannot be transferred from or to another city.
- Each city has a tile point "wallet", which has finite capacity. When the wallet is full, additional points earned are lost.
- A tile costs as many points as distance away from city centre. For example, a tile in the third ring costs three points.
- Tile points are granted when population grows.
- Tile points can only be spent when population grows*. A citizen has to be immediately assigned to a purchased tile. (This is why this system doesn't solve bundling.)
- There is no explicit limit on how far a city's borders can expand, although implicitly, it's limited by the size of its wallet.
- Wallet capacity (and maybe points per new citizen) is subject to increase, although I haven't thought of exactly how. This is required to allow acquisition of tiles that are farther away.
- Districts do not culture bomb.
- Exception to *: A tile next to an urban district can be acquired at any time (potentially at a discount), but only urban development (including wonder construction) shall occur on that tile.
- Exception to *: Any tile adjacent to your city boundary can be bought at any time (at full price) for the purpose of wonder construction.
Each time a citizen is born, you have the following options to choose from:
- Place the citizen on a tile you already own because
- It gives you the best yields immediately or a new resource.
- You want to save points for a more expensive tile.
- Buy a tile and place the citizen on it because
- It gives you the best yields immediately or a new resource.
- You want take the tile before a neighbour takes it.
- There's another tile you want that you can only acquire after this one.
Justifications:
- Lack of explicit limit on border growth allows for more interesting city shapes.
- It also is more lenient on the following but without completely removing the associated challenges:
- Coastal cities: With the way the border expansion actually works, if deep ocean tiles remain as useless as they are in 6, coastal cities are at an even greater disadvantage.
- Cities near mountains: Similar reason.
- Cities that are close together: Two neighbouring cities that compete for tiles are given the option of expanding away from each other.
- With this system, the game doesn't really deviate much from the way I believe the devs expect it to be played.
- Trade-off between buying a new tile and working an old one is still meaningful.
- Player will not be able to buy a tile every time they want to because of the finite wallet. I believe late-game is meant to be largely about more specialists and more urban districts to home specialists vs. keeping rural districts. That conundrum exists because the borders stop expanding at some point while population keeps growing. With the new system, while a city's borders can continue to expand in the late game but with constraints, so the challenge is still present. At the same time, it allows for some interesting urban development strategies. For instance, two cities somewhat far away from each other can "crawl" towards each other to eventually meet in the middle. The moment they meet is significant because urban districts in the middle see an explosion of yields from adjacencies.