arkham4269
Court Writer - Orbis Mod
Regarding "lack of safety" for outlying villages and farms, countjackula has recently suggested that maybe animals should be allowed to pillage these improvements, only. I think that would add a lot to the feel of the game. You would want to keep more units nearby to patrol. It was also suggested a while back that maybe the actual safety level of your city could be set back if there is a pillage event. Each city could have a sign: "Number of days since last villager eaten: NN", and when somebody gets eaten they reset the count to zero.
Okay, here is an idea I thought you might want to look at. I know it's a FfH idea, but stay with me. One of the issues I have with this mod is that you can create settlers very early on. To me, that seems a little odd considering the time scale of 3 months to a turn as well as the one of the over-riding concerns is safety. I mean why would you want to leave a City with a population of only 2 with practically nothing in the way of buildings that is guarded only by a Survivor unit or two? I mean it makes no sense.
So, what I think could be done is this. In FfH, there is a Civ called the Kuirotates that can only have 3 cities and the rest are 'settlements'. What I'm thinking is that at the beginning of the game you have your initial city and cannot build settlers at first. Instead you build a settler type unit that creates an outpost that mimics these settlements. Originally in FfH, these settlements could only build certain buildings, usually only one.
So the idea is, at the beginning of the game, you have your one city. You send out your recon units and find vital resources or areas you want to claim for later cities. So you crank out the settlements/outposts that are basically a limited 1-ring city that can only build barricades and maybe one other building. However, since your Civ controls that area, you can still build improvements.
Now when you original city reaches a size (maybe 4 or 5) and maybe a certain safety level, then you can build colonists which you can then use to either build new cities or 'upgrade' your outpost to a city.
Now I'm sure many might howl and think this is going to slow the game down. Another way you might use this idea is to make it to where you can either build a settler that only can build these outposts and doesn't cost any population, or you could build a colonist that is more expensive and also subtracts from your population like the old Civ III settlers did. So then you have the option of claim land, but not being able to build units in that outpost but not having to strip your city do it, or wait a bit, build the more expensive colonist and get a new city.
Whether or not outposts would grow to cities after a certain amount of time by themselves is also another idea so even if you don't send out more colonists to upgrade it, some time later, the outpost will get bigger on it's own. Plus, you could also have that outposts could be upgrade by the addition of refugees since they are living on the road and a fortified outpost is a definite step up from what they're used to. (Plus, if you think about it, the 'city' you see in "The Road Warrior" was really just an outpost that was there because of the oil. As a site for a real city, it sucked.