historix69
Emperor
- Joined
- Sep 30, 2008
- Messages
- 1,412
In many Civ5 games I see the game aquire nonsense tiles for a city forcing the player to spend the few pieces of gold he has to buy needed tiles at increasing rates.
Example :
A city has enough food and no production and the game aquires new food tiles in 3 tiles distance while many existant food tiles are unworked due to lack of population. Forest, hills and hills with Gold are mostly ignored, so the city has food but no production and also no income.
For Civ6 I would recommend a system where the player can buy tiles via local culture :
Culture produced in a city distributes to both a local and a global culture counter like in Civ5. All tiles around a city have a culture cost value depending on distance (in movement points), terrain, ressources with tiles yielding much food, production, gold being more attractive for people and therefore are slightly cheaper. The cost for a tile would also depend on the number of surrounding tiles owned by the player. When enough local culture is accumulated, the player decides which tile to buy or to wait to buy a more expensive tile (depending on his strategy.) In some situations it might be usefull to buy tiles strategically to reduce total costs or first build a road connection to make a tile more accessible.
Finally a city should only be able to buy tiles which directly connect to existing city territory to avoid typical Civ5 terrain fragmentation where cities control single unconnected tiles after ownership of cities has changed.
Example :
A city has enough food and no production and the game aquires new food tiles in 3 tiles distance while many existant food tiles are unworked due to lack of population. Forest, hills and hills with Gold are mostly ignored, so the city has food but no production and also no income.
For Civ6 I would recommend a system where the player can buy tiles via local culture :
Culture produced in a city distributes to both a local and a global culture counter like in Civ5. All tiles around a city have a culture cost value depending on distance (in movement points), terrain, ressources with tiles yielding much food, production, gold being more attractive for people and therefore are slightly cheaper. The cost for a tile would also depend on the number of surrounding tiles owned by the player. When enough local culture is accumulated, the player decides which tile to buy or to wait to buy a more expensive tile (depending on his strategy.) In some situations it might be usefull to buy tiles strategically to reduce total costs or first build a road connection to make a tile more accessible.
Finally a city should only be able to buy tiles which directly connect to existing city territory to avoid typical Civ5 terrain fragmentation where cities control single unconnected tiles after ownership of cities has changed.