So I decided to open a thread to present my ideas concerning a system to specialise cities that could encourage tall play, variety of districts, variety of improvements, use of specialists, use of projects, strategic city placement and better policy cards choices.
For now tall play is discouraged because:
- specialists are crap.
- GPP depends on number of districts hence number of cities.
- research/culture/gold/hammer/trade routes depends on number of districts hence number of cities.
- Great economic policy cards give a bonus dependant on number of districts (double adjacency/building yields).
I don't address the problem of districts cost here since I think mods (district change mode, nqmod) have already given a great solution: districts costs don't depend on area but on number of districts of the same kind already built. So I take it as a given.
I think a solution (and I wish to see it in a mod or in the next expansion) is to have a way to specialise cities.
A city can have only one specialisation, and specialisation can be applied to only one city. Specialisations can be the following:
Specialisations unlocked by corresponding district.
- Technopolis: 2x science / GSP in this city.
- Cultural Centre: 2x culture / GWAMP in this city.
- Entertainment Pole: 2x EC local/regional amenities. EC regional effect distance +3. (unlocked by EC)
- Holy City: 2x faith / GPP. 2x religious pressure.
- Trading Center: 2x gold / GMP.
- Industrial City: 1.5x production toward districts and wonders. 2x GEP. Regional effect distance +3.
- Militaristic City: 1.5x production toward military units in this city. 2x GGP.
- Maritime City: 2x production toward naval units in this city. 2x GAP. 2x trade route capacity from wonder/district of this city.
Other possible specialisations unlocked in the culture tree.
- Touristic City: 2x tourism. Tourism generated by improvement on tiles owned by this city is also doubled (ie National parks, seaside resorts...)
- Metropolis: 1.5x production toward projects.
In addition to that:
- Specialists should each produce +0.5GPP.
- Specialised cities have 2x citizens slot for the corresponding district (ie Technopolis has 2x scientific slots).
- Specialisation can be changed during the game. A Technopolis can later stop being a Technopolis and become a cultural centre -> another city can then become the new Technopolis.
Some policy cards can also be added, oriented toward tall play:
- Double citizen slots GPP in specialised districts. (ie In a Technopolis scientists produce 1GPP(x2) each)
- Citizen slots require half housing/amenities and produce +1 food.
- +50% specialised yields for specialised cities (ie Technopolis produce 3x science yield)
- any variation following this idea.
In practice a wide empire will still play the same way, and use +100% district adjacency/buildings yields policy cards, trying to find good spot for some specialised cities, but won"t use much specialists.
However a tall empire will become more competitive in GPP and science/culture/religious yields as long as it build tall specialised cities that can use a lot of specialists and make use of specialists oriented policies.
A tall technopolis with a full campus full slot can produce (4+3)x2 = 14GSP itself (up to 20GSP with correct policy cards) not counting possible wonders, while a wide empire will usually produce 1-3 GSP per city. So the tall empire stays competitive in GPP.
The same technopolis with a worked iron tile (+1 science), and a campus adjacency bonus of 3 will gain (1+3 +2+4+5+6*2)x2 = 52 science (up to 79 with correct policy cards) not counting the population science yields, an possible wonders. This mean this city, if specialized to its full extend, can potentially earn 10x an average city in a wide empire.
This would at the same time greatly encourage world wonder production in specialised cities to take advantage of its GPP/yield bonuses, especially for cultural or touristic cities as you would want as much great works on this city as possible.
This was a long post. I am done for now but I will try to improve it later.
What do you think of this idea ? What are your suggestions to improve it ? Do you think it is reasonable to expect such a change in an expansion ? Do you think such a mod would be possible to do ?
For now tall play is discouraged because:
- specialists are crap.
- GPP depends on number of districts hence number of cities.
- research/culture/gold/hammer/trade routes depends on number of districts hence number of cities.
- Great economic policy cards give a bonus dependant on number of districts (double adjacency/building yields).
I don't address the problem of districts cost here since I think mods (district change mode, nqmod) have already given a great solution: districts costs don't depend on area but on number of districts of the same kind already built. So I take it as a given.
I think a solution (and I wish to see it in a mod or in the next expansion) is to have a way to specialise cities.
A city can have only one specialisation, and specialisation can be applied to only one city. Specialisations can be the following:
Specialisations unlocked by corresponding district.
- Technopolis: 2x science / GSP in this city.
- Cultural Centre: 2x culture / GWAMP in this city.
- Entertainment Pole: 2x EC local/regional amenities. EC regional effect distance +3. (unlocked by EC)
- Holy City: 2x faith / GPP. 2x religious pressure.
- Trading Center: 2x gold / GMP.
- Industrial City: 1.5x production toward districts and wonders. 2x GEP. Regional effect distance +3.
- Militaristic City: 1.5x production toward military units in this city. 2x GGP.
- Maritime City: 2x production toward naval units in this city. 2x GAP. 2x trade route capacity from wonder/district of this city.
Other possible specialisations unlocked in the culture tree.
- Touristic City: 2x tourism. Tourism generated by improvement on tiles owned by this city is also doubled (ie National parks, seaside resorts...)
- Metropolis: 1.5x production toward projects.
In addition to that:
- Specialists should each produce +0.5GPP.
- Specialised cities have 2x citizens slot for the corresponding district (ie Technopolis has 2x scientific slots).
- Specialisation can be changed during the game. A Technopolis can later stop being a Technopolis and become a cultural centre -> another city can then become the new Technopolis.
Some policy cards can also be added, oriented toward tall play:
- Double citizen slots GPP in specialised districts. (ie In a Technopolis scientists produce 1GPP(x2) each)
- Citizen slots require half housing/amenities and produce +1 food.
- +50% specialised yields for specialised cities (ie Technopolis produce 3x science yield)
- any variation following this idea.
In practice a wide empire will still play the same way, and use +100% district adjacency/buildings yields policy cards, trying to find good spot for some specialised cities, but won"t use much specialists.
However a tall empire will become more competitive in GPP and science/culture/religious yields as long as it build tall specialised cities that can use a lot of specialists and make use of specialists oriented policies.
A tall technopolis with a full campus full slot can produce (4+3)x2 = 14GSP itself (up to 20GSP with correct policy cards) not counting possible wonders, while a wide empire will usually produce 1-3 GSP per city. So the tall empire stays competitive in GPP.
The same technopolis with a worked iron tile (+1 science), and a campus adjacency bonus of 3 will gain (1+3 +2+4+5+6*2)x2 = 52 science (up to 79 with correct policy cards) not counting the population science yields, an possible wonders. This mean this city, if specialized to its full extend, can potentially earn 10x an average city in a wide empire.
This would at the same time greatly encourage world wonder production in specialised cities to take advantage of its GPP/yield bonuses, especially for cultural or touristic cities as you would want as much great works on this city as possible.
This was a long post. I am done for now but I will try to improve it later.
What do you think of this idea ? What are your suggestions to improve it ? Do you think it is reasonable to expect such a change in an expansion ? Do you think such a mod would be possible to do ?
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