Occupying a Civilization

I prefer the cultural borders over the civ2\1 approach of just that cities actual tiles. I mean one settler could rape you if there is even one open spot(which there always was) in your massive civ. I like the idea of cultural borders but would prefer some sort of set political borders, however how to decide these set borders would be a bit of an issue. Perhaps one could send a unit to every square outside of your city radius to claim. Obviously there would need to be some sort of limit on how far away from ones city you could claim. Perhaps 2 squares in every direction? That way it would require you to keep cities at least somewhat close to one another. Of course when one hits another's civ's territory neither could claim what has already been claimed by each other, with the exception of war and then still only when within two squares of max city radius.
 
I like the cultural borders of Civ3/Civ4 over those of Civ2/Civ1. The only peeve I'm getting is that the cultural borders in Civ3/Civ4 expand beyond their coastal boundries. This makes passing areas such as the Mediterranean Sea very difficult. So some how I'd like cultural borders to take into account oceans, the coast and perhaps air space as well.

If cultural borders could expand into air space, that would be awesome.
 
Cultural borders should stay as they are in Civ3, but including the concept of airspace. What I think for this (a good idea, thanks!) is that air units can cross through foreign airspace, but only at the risk of a forced landing, or being shot down if at war.
 
Cultural borders should stay as they are in Civ3, but including the concept of airspace. What I think for this (a good idea, thanks!) is that air units can cross through foreign airspace, but only at the risk of a forced landing, or being shot down if at war.

My point was ocean vessels in the Mediterranean Sea when playing the Big Earth Map cannot sail out into the Atlantic Ocean because cultural borders expand beyond the coast. Realistically, all ships can sail out of the Mediterranean Sea because no civilization controls the Strait of Gibraltar. In the case of the Big Earth Map, Spain controls that strait which is not realistic in the real world.

Air space that follows the rules of cultural borders doesn't exist because air units abide by a different rule set. Cultural air space is not even a part of Civ4 or Civ5 for that matter so it's not worth discussing.
 
4 or 5? Do you mean 3 or 4? Air space is only a factor in the late game stage, and it will only include the air 'tiles' directly above the land tiles, at any height. By the late game, cultural borders are pretty much set and it is safe to say that the only way that they will change is the capture of a city. Therefore air space has no choice but to follow the cultural borders.
 
4 or 5? Do you mean 3 or 4? Air space is only a factor in the late game stage, and it will only include the air 'tiles' directly above the land tiles, at any height. By the late game, cultural borders are pretty much set and it is safe to say that the only way that they will change is the capture of a city. Therefore air space has no choice but to follow the cultural borders.

Air Space follows cultural borders up to the Karmen Line or 100km above sea level. Let's put a limit to how far up this cultural border can go as orbital tiles for satellites are unrestricted to any space launch capable civilization. How's that for an idea? Orbital tiles above air tiles which are over land tiles.
 
Air Space follows cultural borders up to the Karmen Line or 100km above sea level. Let's put a limit to how far up this cultural border can go as orbital tiles for satellites are unrestricted to any space launch capable civilization. How's that for an idea? Orbital tiles above air tiles which are over land tiles.
Yes, that is a good idea, If anybody listens, it will be a very nice addition.
 
I don't really see any need to add different layers of tiles, i.e. air and orbital. And besides, orbital tiles would really only be applicable, or workable, for geo-stationary orbits. Which isn't what you'd use for space travel, IIRC.
 
I wasn't talking about adding an orbital tile, but an air tile. It would make the game much more realistic, fun, and all around cool.
 
I don't really see any need to add different layers of tiles, i.e. air and orbital. And besides, orbital tiles would really only be applicable, or workable, for geo-stationary orbits. Which isn't what you'd use for space travel, IIRC.

Well, air tiles should be added first since this layer isn't even in the game. There are so many possibilities with air tiles that an orbital tile can be added in say 5 years if there is a Civilization 6 or not. Air tiles are already a handful in the mechanics of game play so lets no complicate the game by adding too many layers. For example, I'd be good with just adding air tiles and perhaps underwater tiles in an expansion pack or something.
 
It just doesn't seem very civ-ish to me, to be adding another whole literal dimension to the game. I suppose it could work, but I don't really see the point of air tiles, seeing as they would invariably roughly conform to cultural borders anyway. Underwater tiles I see more of a point to, but even so, only when you are using submarines, or, perhaps, creating some sort of trans-continental transportation or communication line, if that was added in the game.
 
I see air tiles as being more useful. Cultural borders, as I've said already, will have already been set by the time that air tiles come into use, so the 'cultural' borders are more like 'national' borders.
 
It just doesn't seem very civ-ish to me, to be adding another whole literal dimension to the game. I suppose it could work, but I don't really see the point of air tiles, seeing as they would invariably roughly conform to cultural borders anyway. Underwater tiles I see more of a point to, but even so, only when you are using submarines, or, perhaps, creating some sort of trans-continental transportation or communication line, if that was added in the game.

Promotions didn't seem very civ-ish at first either but hey, if the concept compliments the game and makes play more fun, keep it. The same applies with how air units are now in Civ3/Civ4. I remember when I first played Civ3 and was choked when I could not fly my bomber units out at leave them in the open for 1 turn. Since the probable return of my armada of bomber units, it damn well is going to be civ-ish.
 
Scrap both ideas, I like the 'air-tile' idea, but don't like the 'promotions' idea (it's too tactical).
 
Now that I think about it more, an air-tile system would be very useful, particularly in modern warfare, with a good and robust supply system. I'm thinking Japan in WW2, where islands were cut off due to not only no sea lanes, but also due to Allied air superiority. If you controlled the air-tiles around an enemy, there supply would be cut in modern times, as it would for land tiles under a supply system.
 
Now that I think about it more, an air-tile system would be very useful, particularly in modern warfare, with a good and robust supply system. I'm thinking Japan in WW2, where islands were cut off due to not only no sea lanes, but also due to Allied air superiority. If you controlled the air-tiles around an enemy, there supply would be cut in modern times, as it would for land tiles under a supply system.
Now you're thinking!
 
Scrap both ideas, I like the 'air-tile' idea, but don't like the 'promotions' idea (it's too tactical).

The promotions system is Civ4 is superb just as that in Civ3. There was not such a system in Civ1 or Civ2. Elite, Veteran, Regular & Conscript defined the health and experince of a unit quite well. There was discussion of 2 bars for a unit representing health & munnitions. I hope they scrap that idea because very few strategy games that I know of have implemented this system.

Air unit movement in Civ1 & Civ2 were good in which you could move the unit. I hope Civ5 will improve upon how air units move across, attack and occupy a tile.
 
Now that I think about it more, an air-tile system would be very useful, particularly in modern warfare, with a good and robust supply system. I'm thinking Japan in WW2, where islands were cut off due to not only no sea lanes, but also due to Allied air superiority. If you controlled the air-tiles around an enemy, there supply would be cut in modern times, as it would for land tiles under a supply system.

A supply system is a realm I'm not too sure about because players must maintain that system similar to that of workers. If this is the case then commercial planes, container vessels, caravans, and freight should be added to the already tedious task of micro-managing.
 
A supply system is a realm I'm not too sure about because players must maintain that system similar to that of workers. If this is the case then commercial planes, container vessels, caravans, and freight should be added to the already tedious task of micro-managing.
this should not be the case. it should be simple, yet enhancing gameplay sort of thing.
The promotions system is Civ4 is superb just as that in Civ3. There was not such a system in Civ1 or Civ2. Elite, Veteran, Regular & Conscript defined the health and experince of a unit quite well. There was discussion of 2 bars for a unit representing health & munnitions. I hope they scrap that idea because very few strategy games that I know of have implemented this system.
i dislike the promotion system in civ4 and i really dislike what was done to the units in civ3. well, actually 3-4 bars:crazyeye:: health, ammunition, fuel, [morale].
Air unit movement in Civ1 & Civ2 were good in which you could move the unit.
air units received terrain defensive bonuses :D and domains where not considered. e.g. if a bomber and a mech inf where on the same tile and a fighter attacked that tile, the game would choose mech inf to defend.:D
I hope Civ5 will improve upon how air units move across, attack and occupy a tile.
i hope so too.

the "cultural" borders system must be replaced by some more general concept. perhaps influence? why not allow units, forts, cities project influence onto the surrounding tiles? and have the influence decrease by a factor the further it is from the emitting entity. whoever "projects" the most influence over some tile, gains ownership over it for the current turn. in case of tie, the tile stays neutral.

i dislike cultural borders!:mad:
 
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