What if a fort has the same distance to two cities, who does it belong to?
How a city determines who gets it is simple, some type of icon will pop up as if you were to manage your citizens screen, claim this outpost or not? Simple as that, population donation is necessary to balance the feature. How does one make a small city-like outpost and not need population when it's purpose is to gather resources and buff the mother city.
Or you could make a screen like how it has for [Wonders][Citizen management], etc. and it would be something like [Outposts]. You would have the ability for that city to take the outpost. If another one of your cities all ready claim it then you can click it and it will convert to the selected city. The population that was previously used for that outpost will head back to their mother city.
If you have a large empire with many cities and many forts micromanagement becomes tedious.
I disagree, you have a challenge to get everything right, the bigger you are the bigger the responsibilities should occur.
What is the difference with just being able to work the tile? In both cases you trade a population for the tile yield.
Ghost citizens don't exist in this game, if you build an improvement it doesn't mean you're working on it.
All in all, too complicated. It could work but I think the micromanagement would be too much, even for civ.
Too much micromanagement? Pretty much what you've said overall is that "I want to be big but I don't want too much to deal with." I'm sorry I don't see how that is fair, big people need to micromanage to compensate their size.
Here's how I would suggest it
Fort, when connected to trade network brings all adjacent tiles under your control (dotted line) unless tiles already are under your or someone elses control.
What I am understanding is that *Build an outpost, get up to 6 resources automatically? Even if it requires an improvement, it needs population donation to balance the feature.
What you gain inside dotted territory
*sight within territory, not outside
* Able to build improvements
* Gain resources if improved
* healing ability as if inside normal border (+1)
* culture cost of these tiles is halved for you, but doubled for opponents (thus easier for you to grow to, harder for them)
I like these, I agree except for the "* Gain resources if improved" I still think donation of population is essential to balance the feature.
What you can't do
* gain any unitbonusses
* guarentee someone else doesn't take over the tiles
* work these tiles by cities
These don't sound bad, unit bonus should only be put in the outpost. (if speaking militarily).
So I would forget the population idea entirely. This way it could actually work and be more fun. It would make empires much more dynamic if it's not just cities and traderoutes, but also these outpostforts in between. In fact, might make the game harder for the warmongerer since there will be more forts and AIs will want to defend them for the resources.
You can, I won't. Population donation is my story and I'm sticking with it.
Last thing to resolve. Can forts link up to the trade network over water (if a city has a harbour ofcourse). Could make water maps more dynamic for sure, on the other hand it is a bit too easy and cheap if you don't have to build roads.
How else are you going to connect and outpost with your city if a harbor is the only option? You can make the maintenance cost higher than a cities cost for a harbor.
One other thing to resolve actually. This situation will almost never occur but still. What if a fort is connected to your traderoute, but also to those of other civs. Someone pillages the road leading to your fort. Does the fort go to other civs?
If the fort is still intact and under control of your civ, then it's yours whether or not someone pillages a road.