ShadowWarrior
Prince
- Joined
- Jun 7, 2001
- Messages
- 411
Food/resource transferability:
Resources and food produced in one city should be able to be transfered to another city if the two cities are connected by some kind of transportation system, such as roads or ports. This transferability of resources and food can allow for some degree of specialization. Some cities can be built in the more mountaineous regions to take advantages of its mineral abundance and exchange these minerals for food produced by other cities. It also allows players to build improvements, units, and wonders faster by concentrating all the resources in a specific city.
Villages:
It is typical in Civ games for many valuable landtiles to go unused simply because they do not fall inside the city radius. I propose a feature similar to the colonies in Civ III. A settler is needed to build a village on any landtiles that doesn't fall within any city radius, but which the players wish to exploit. As soon as the village is build, the resource shields and food harvested from this landtile will be transfered to the city designated by players.
City radius:
All of us know that city radius takes on a shape of 4x4 square, with the four corners not being part of the radius. I propose that these four corners becomes part of the city radius. Why? From my own experience, I have found that one reason that many valuable landtiles go unused is because of the shape the city radius. This problem can simply be removed if we introduce a 4x4 square city radius.
Corruption:
A city's distance from the capital determines the level of corruption. The further the city is from the capital, the higher the corruption. However, distance "shrinks" as technology improves in the sense that it takes less traveling time to get from point A to B. In the game, the "shrinkage" of distance as a result of better technology should be reflected in the form of lower level of corruption.
Resources and food produced in one city should be able to be transfered to another city if the two cities are connected by some kind of transportation system, such as roads or ports. This transferability of resources and food can allow for some degree of specialization. Some cities can be built in the more mountaineous regions to take advantages of its mineral abundance and exchange these minerals for food produced by other cities. It also allows players to build improvements, units, and wonders faster by concentrating all the resources in a specific city.
Villages:
It is typical in Civ games for many valuable landtiles to go unused simply because they do not fall inside the city radius. I propose a feature similar to the colonies in Civ III. A settler is needed to build a village on any landtiles that doesn't fall within any city radius, but which the players wish to exploit. As soon as the village is build, the resource shields and food harvested from this landtile will be transfered to the city designated by players.
City radius:
All of us know that city radius takes on a shape of 4x4 square, with the four corners not being part of the radius. I propose that these four corners becomes part of the city radius. Why? From my own experience, I have found that one reason that many valuable landtiles go unused is because of the shape the city radius. This problem can simply be removed if we introduce a 4x4 square city radius.
Corruption:
A city's distance from the capital determines the level of corruption. The further the city is from the capital, the higher the corruption. However, distance "shrinks" as technology improves in the sense that it takes less traveling time to get from point A to B. In the game, the "shrinkage" of distance as a result of better technology should be reflected in the form of lower level of corruption.