Lunargent said:There are other sources for Nitrogen besides Earth and Titan. Actually, you can get it from pretty much anywhere but the moon or Mercury (though Venus would be challenging), both of which have been pretty much reduced dry slag early in their history (it's thought that a giant impact vaporized the outer layers of Mercury).
Your best bet besides Earth imports, (and politically, that wouldn't fly because it's needed as fertilizer here), would be to mine the asteroid belt or comets. A single comet could provide all the nitrogen and water you'll need for a long time. A project to capture and utilize a comet could be another world or national wonder.
I can see it being either though.
So you could have 4 sources of water:
1.Initial imports from earth to get the ball rolling. Cities should be limited in size due to health concerns if this is all they have though.
2. Rare polar ice deposits that could be traded like any other resource. ( but the AI would prioritize them)
3. A national deep well wonder that provides health for all cities.
4. A world captured comet wonder that provides even more health for all cities. It could provide 4-5 tradable nitrogen and water resources, much like the mines of Dal-Gur in FFH provide iron, so you could profit from the excess as well, or deny it to your rivals.
For nitrogen, you could have the above comet wonder, and an advanced building that can generate it directly, both providing more health.
Culture
I don't think this makes as much sense on the moon as it does on earth. People would, for the most part, be limited to living in the outposts directly. It's very difficult to revolt against a government that controls the air you breathe among other things.
I think each city should get a set amount of culture that allows it to work its fat cross, and stay there at that level. In the case of overlapping cities, it should be whomever got there first takes priority, you can fight over the details if you want a resource badly.
To replace it, there should be an attribute called energy, or power. Certain buildings and terrain improvements such as solar arrays or nuclear power plants would provide this energy, and other buildings, improvements, and units would use this energy. Devoting a certain amount of your terrain to power generation would be essential if you want to really grow. Excess power could be traded away to power short civs, or even beamed to earth for extra income.
Wow, more good stuff.
You're right about culture. I think we need to seriously rethink even having much, if any, culture.