Multiple city improvements, Commodities, city improvements outside the center tile

Khan Quest

Prince
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Okay, I'm doing it again. This is a repost of ideas that I suggested last December (posts 122 and 237). Does anyone object to reposting? The original thread was chaotic as many of you know, so I'd like to put this in its own thread.
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Below are three more ideas that are related. Former paragraphs may refer to ideas in later paragraphs.

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Multiple city improvements (CI) – Build a second or third Cathedral to placate more of the population!

Each subsequent CI would cost the same as the first and require upkeep cost as the first, but would only be half as effective as the previous, rounding down. For example, improvement X provides 4 culture and makes 2 citizens happy. A 2nd X would add 2 culture and 1 happy; A 3rd X, 1 culture, for a total of 7 culture and 3 happy. A 4th X could be built, but would provide no benefit.

A second barracks (harbor) might make a say 5% chance an elite unit is generated. A third, 7.5%.

Some CIs could optionally be built outside of the main city tile, and some would be required to.

If the city that built the CI is razed, the CI remains. If the CI is within the radii of two cities (of the same civ) upkeep and benefits could be transferred for 1/8 the cost of building the CI.

Upkeep could be abandoned. The CI would lose, say “10 shields” of its value for each turn abandoned. This could be repaired by workers (and tax money). The loss of shields would have diminished affect of the CI usefulness, being useless at 50% or less of its original cost. A CI obtained by a culture flip could be used by the capturing civ, if they have the tech level. They may elect to pay maintenance in either case or abandon it.

The CI could be pillaged for a number of shields at 10x the attack value of the pillager/bombarder. Pillagers would choose from a right-click activated pop-up menu to pillage, CI, Highway / R/R / road & improvement, grid lines or communication lines. The menu would also allow selection of a preferred pillage sequence.

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Commodities:

Akin to luxuries and strategic resources, these may be traded to increase trade between two civs. The supplier gets a +2 bonus, the consumer +1. Examples may include tobacco (Change the current tobacco to corn), cotton, olives, chemicals, semi-precious stones (inland-stones and coastal-pearls), fruit or nut groves in forests, lost if chopped down. Some of these should be “discovered” by tech advancement, like glass.
The current ‘trade’ between civs and the current ‘trade’ generated by resources, luxuries and bonus items, and working the tile remain unchanged as this reflects trade within the civ.

The trade values of bonus item or commodity could be traded to other civs increasing trade between the civs. For example let’s say a gold deposit generates 4 trade on a worked tile. Those four trade, whether that tile is worked by the host city or not, could also be traded with another civ that doesn’t have gold, increasing trade for both civs. These items could be retraded to other civs, if desired, through the middleman civ. This would also allow going around a trade embargo if one is in place.

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Imrovements outside of the city tile

I’d like to propose even more infrastructure development. Besides the addition to super highway lines connecting cities, how about aqueducts built on top of tiles, power lines and communication lines. As part of the build of an aqua duct, a city also get two free “pipes” that must be connected to a freshwater source such as a river or a lake. Aquifers could also appear with the discovery of construction or perhaps with a later tech discovery. Workers could build additional pipes, say to another city or a redundant path to hedge against pillaging. If a water source lays entirely within a foreign border it may be traded for.

A water source capacity would be limited. A one-tile lake could support a population of 30. Each river tile could support a population of five. Loss of water would mean a population decline.

Power and factories. Power plants (PP) could be built without factories for a moderate increase in production. A single PP would provide power to a local factory, the city and one other city. Cities could be connected by a power grid, built by workers. Two grid lines come with the price of a PP. Neighboring civs could be on the same power grid, with electricity as a commodity to be traded. A PP built inside the main city make one citizen unhappy. A factory and PP on the same tile is a little more efficient. The Hoover Dam Wonder would have to be modified.

A Hydro- plant must be built on a tile with a river, and cannot be built on the main city tile. The tile with the plant would flood, and would be considered a “lake” tile. The tile could contain road or R/R, with appropriate trade bonuses, and a food bonus for R/R. If pillaged or abandoned to the point of destruction, the down river tile will flood for 5 years (selling is OK).

Likewise Nuke plants must be built next to water tiles. Destruction means melt-down.

Communications (Telephony, Radio, TV, etc.) – Communication Electronics (CE) would be relatively cheap to build. CE would reduce corruption in democratic and republican govs, and reduce the chance of a city being bought by a spy. Cities could be connected as a worker action with communication lines. Trade for connected cities increases in proportion to both the number of cities connected and the percentage of the civ’s connected cities.

A later tech would allow Repeater Stations to built in coastal cities for trans-continental connectivity.
 
Ideas One and three are a nono but two sounds good------Commodities
 
Tile improvements for infrastructure, I like. Multiple improvements of the same kind in the same city, sounds boring. Commodities sounds reduntant with all the different resources already in the game. New graphics can be added and fit into one of those categories rather than add a new resource type.
 
Actually, I kinda like multiple city improvements (though not CI's outside of a city so much) for two reasons

1) They can allow you to specialize cities (so you might have a city with LOTS of banks and stock exchanges, but little or no factories and Mfg plants!) and

2) It alleviates the boredom of having NOTHING to build, except wealth, in a city! The number of times, even in the ancient age, when I have had to convert all of my cities to wealth because they had run out of things to build! I don't know about other people, but I find that VERY TEDIOUS!!

Yours,
Aussie_Lurker.
 
I like ideas 1 and 3.
as said by Aussie Lurker, idea 1 allows you to specialize cities and alleviates the boredom of having nothing to build.
Ieda 3 is good too, because it makes the game more interesting. You will be able to see your power plants and factories on the map as they are in real life rather than in the city screen. It will also change the strategic aspect of the game. Now, you not only need to protect the city square but also the squares around it, otherwise your enemy can easily destroy the power and communication to the city, cutting it off from outside aids.
This will make mobile units like tanks and mounted troops useful for field battle and infantry useful for street fighting.
 
I support all ideas more or less,
- multiple city improvements: nice
- tile improvements: also good, but then there have to be workforce allocated to them. A solution: the citizen, (on the city-minimap) who is working on that tile, can be captured by intruders
- commodities: also a good idea. Now, why must we produce gold in Civ3 if we do not want to produce anything in our city?

The only and huge problem, that these ideas would slow down the game very much. much micro management work.
solution: intelligent governors!
 
i don't think gold should be produced by working on a tile. It should only created through trade. before trading is invented, gold has no value, because people has no need for it.
 
I agree with Dida. It should not be possible to produce "trade" simply by building roads; trade should only occur when commodities are actually traded. My suggestions for a commodity and production-based economy are in my UET thread (link in my signature). Trade occurs when commodities are traded between the cities of a civ or between civs. Supply and demand considerations determine the level of wealth generated from particular industries, and the taxing system derives its revenues from actual income levels. Anyway, such a model allows for more possibilities in economic and foreign policy.
 
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