DeckerdJames
Warlord
- Joined
- Nov 1, 2019
- Messages
- 281
Just a short suggestion. I like the loyalty push game, but I suggest a change.
I suggest that different terrain types cost different amounts of a city’s loyalty influence.
For example, flat grass or plains land might cost nothing and suppose that a city of sufficient population influences hexes 8 tiles away over these flat lands. On the other side of the city suppose there is dense jungle and woods 3 tiles deep, starting right next to the city center. These tiles cost the city’s influence more, so that, in this vague hypothetical scenario, the city’s influence might just barely penetrate and cover the thick woods and jungle. A rival civ would have greater potential to settle closer on the other side of the dense woods and jungle.
All the different terrain types would affect how far loyalty pressure extends. Desert would have a higher cost. Hills would be more moderate. Marsh tiles would have a higher cost. A sensible scheme like this.
I also pose that mountains completely use up what ever loyalty influence spills into that hex. So a complete mountain range would totally block influence and a rival Civ could settle on the other side without loyalty problems. However if a mountain tunnel exists, loyalty pressure can also pass through with reduced effectiveness, emanating from the mountain tunnel exit.
Coastal waters would block until the shipbuilding technology was unlocked and afterwards coastal waters would still have a high cost on loyalty influence pressure.
Ocean would block until ocean going technology was researched and afterwards would have an even higher cost than coastal waters.
These changes in Civ 6 would make the loyalty game more interesting and if loyalty pressure makes a comeback in Civ 7, I hope the terrain has a greater impact on it. I think it will make the land grabbing game more fun and elevate the strategic considerations of where to settle new cities.
I suggest that different terrain types cost different amounts of a city’s loyalty influence.
For example, flat grass or plains land might cost nothing and suppose that a city of sufficient population influences hexes 8 tiles away over these flat lands. On the other side of the city suppose there is dense jungle and woods 3 tiles deep, starting right next to the city center. These tiles cost the city’s influence more, so that, in this vague hypothetical scenario, the city’s influence might just barely penetrate and cover the thick woods and jungle. A rival civ would have greater potential to settle closer on the other side of the dense woods and jungle.
All the different terrain types would affect how far loyalty pressure extends. Desert would have a higher cost. Hills would be more moderate. Marsh tiles would have a higher cost. A sensible scheme like this.
I also pose that mountains completely use up what ever loyalty influence spills into that hex. So a complete mountain range would totally block influence and a rival Civ could settle on the other side without loyalty problems. However if a mountain tunnel exists, loyalty pressure can also pass through with reduced effectiveness, emanating from the mountain tunnel exit.
Coastal waters would block until the shipbuilding technology was unlocked and afterwards coastal waters would still have a high cost on loyalty influence pressure.
Ocean would block until ocean going technology was researched and afterwards would have an even higher cost than coastal waters.
These changes in Civ 6 would make the loyalty game more interesting and if loyalty pressure makes a comeback in Civ 7, I hope the terrain has a greater impact on it. I think it will make the land grabbing game more fun and elevate the strategic considerations of where to settle new cities.
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