More settlement civs

Frogmanx82

Chieftain
Joined
Feb 3, 2008
Messages
25
I am stuck playing Kuriotes because I like the settlement option so much. I just don't care to build markets in every city and deal with all the micromanagement. With settlements you get the benefit of the available resources without the headache of managing all the building.

I would like to see all civs have the settlement option.
 
The Kuriotes get settlements as a handicap cause they get their megacities. Other civilisations do not get the third ring so settlements would cripple them.

If you do not like to micromanage so much then just do not build so much cities and play on smaller maps.
 
or try an OCC challenge for a change, build 1 supercity (khazad, sidar or kurio would work best for this i recon, might try elves aswell), and be able to use most of the game's lategame goodies without any micromanagement whatsoever (besides workers maibe, but comeon, it's 1 city!).

Also, you could just que buildorders, so new cities won't bother you for the next 100 turns.
 
There are existing ways of extending your culture without building cities there. Perhaps there could be made a mod-mod with perhaps a 'trade-post' or similar where you'd get a one grids culture area without a city. There is very often one wants to get a recourse without building a city there. And then you can build a fort and station troops to keep it.
 
Yeah, something that like what is needed for the Nomadic civ, but not build able.

I'm thinking of a unit that costs more or equal to a settler that comes with a spell which creates an improvement with a large but weak culture radius.

This is designed in mind of creation map script on huge and above. It creates beautiful terrain, with few decent city locations. In the early game its beautiful, but then the AI just R.Ex.'s and swarms you, and its a performance issue for some machines. What if you and the AI could stake up claim to vast useless areas of the map in order to enjoy the huge territory but not micromanage and ruining a playable turn rate?
Just for fun, the improvement should have a chance to spawn animals of different types for capture, another reason to stake off land. Event "A ... emerges from the wilderness near one of out markers".

Which reminds me, KAEL, with all the great ideas out there, could you implement (a few?) trial wilderness mechanics in 0.33? Or maybe Xienwolf or Vehem could whip up a few? You might but I can't assume that you know you want to...
 
Settlements are not a handicap. You can take over every city you capture and get it generating income with certain temples without causing your maintenance costs to go through the roof. Most important, you get the resources. I can keep a good economy with 80% research and be way out in front in the research race. By the end game you get pass through the ether and the wonder that goes with it and you can gate to and from all your settlements. Losing settlements is no big deal as they are easily replaced so you don't have to defend them like cities.

All I'm saying is that it would be a plus to have the settlement option since they are less burden to your economy than cities. You only really need about 6 cities anyway but this way you get the chance to expand without hassle.
 
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