Solution to landgrabbing?

The entire problem could be solved by making the act of 'absorbing' another civ's colony by planting a city on it an act of war. There is an entire pop point tied up in that colony, and it is wiped from the map with all buildings removed. If this is not an act of war I dont know what is.

If you could build colonies in non-resource squares and they caused MUCH more diplomatic penalty when 'absorbed,' then there would be no problem.
 
I think colonies are only intended to be used as a stop gap to get resources, until you can get there to build cities. If the AI beats you to that area to build a city and get the resource, then you lose the colony, i think this is fair enough, it is a game, a challenge, and if you are slow, or you suck, then as in all games you just try to improve next time.

The best way for this problem of landgrabbing and such to be fixed, is if the players stopped and put some thought and strategy into their game. Same goes with corruption.:rolleyes:
 
Forgive me for bad nomenclature, for the purposes of this discussion colony=a city on another continent which exists solely for the purpose of the strat resource that lies within its' borders.
That being said let me relate an interesting anecdote; I noticed that some of my workers were making a break for it--not an unusual event--it used to bother me now I just let one of them go. In this case I had no coal and most of workers weren't doing much except for building fortresses, remember no coal no tracks.
Well any way I followed this one workers journey alll the way across the continent, after he got 3/4 of the way across it appeared as if he was making a beeline towards this unused coal resource situated just outside the cultural boundarys of 2 other civs. By this time I'm fairly desperate so I when he reaches the coal square I tell him establish a colony. I was amazed, but coal then showed up in all my cities strat resource box!!...about 5 turns later I established a city next to the square, did the
temple->ch->lib->cathedral rush build thing and voila had a thriving city whose cultural boundaries ran smack into the neighboring cities center squares in effect stealing half the land from both of them . This all happened while the the 2 affected civs were taking apart the most of the civ that was most powerful during the ancient era, china--which had never gotten access to saltpeter. The moral of this story is, get saltpeter or you're toast.
 
personaly I don't think that the AI "land grubing" is a problem because I just now must land grub myself and I love the country's that get formed and I usually kill the other civs in culture.
 
Originally posted by Killer
How about this then: corruption gets reduces with time (say: with faster and faster communication). Wouldn`t that and a less expansionist AI strategy solve most of the problems?????
I like this idea. Maybe it could be done by having several communications related techs (like Navigation or Radio) reduce corruption a bit.
 
Why not just modify the rules to suit your needs? I made most of the city improvements reduce corruptions and now my far away cities become productive after couple of improvements. I also decreased the border expansion factor from 10 to 5. Now that the borders expand rapidly, there is less of those corners on your continents where AI usually builds those useless cities.
 
Back
Top Bottom