I was inspired by this video which presents a pretty hard META for antiquity age towns and cities. Where, in the end, you just want cities.
I recognize why having one or two support towns in exploration is good, and why modern's settlement and specialist limit increases make towns more useful, especially to simplify settlement management. Still, towns have always seemed like a forced feature that don't work as well as they should.
I have a pretty simple solution for towns, though
Cities will be more expensive, to rebalance progress. You should still have the same number of cities at the same average turn number, as before the modified town growth. This also serves to incentivize using towns.
You absolutely should be able to customize which cities receive food, but there should be range limits. I was thinking whether towns should receive food from other towns and that seems definitely like going overboard. Thematically, the gold cost of converting a city is analogous to supporting an administrative class which is represented in the abstract by the happiness and gold costs of city specific buildings. One imagines these bureaucrats manage the food disbursement. Things like trading towns should be able to direct happiness to specific cities, not just globally, to make them more useful.
Since we're trying to make towns more useful and worthwhile, they should have the ability to produce basic defensive units and even buildables. This is because, especially in the antiquity age and age transition, or during a war, you sometimes might not have much gold to go around. This is why I've come up with the militia unit which is basically useful, but rather weak. I also think, again because of times when gold is tight, that towns should have production ability. It should be less efficient than cities, which is thematically appopriate. These are more like last resort options, but again they support the idea of towns for their own sake. As for militia, you might want to nerf their combat ability in later ages (i.e. town levy will be strong in antiquity, just slightly less than an infantry, to support poorly developed empires, whereas "national guard" in modern age will be a fair bit weaker, since you likely have good production, many cities, and lots of gold by then). You don't want to be steamrolling other empires with militia (unless they're very weak).
What do you think and where can I go to learn about modding? I think this kind of modification would be rather simple to implement and test out. At least the modified growth rates.
I recognize why having one or two support towns in exploration is good, and why modern's settlement and specialist limit increases make towns more useful, especially to simplify settlement management. Still, towns have always seemed like a forced feature that don't work as well as they should.
I have a pretty simple solution for towns, though
- Growing settlement growth rate is now 100-150% normal growth. Specialized towns grow at a normal rate and produce migrants if full. Farming towns don't grow.
- Cities are now more expensive (3x?)
- You can customize where town food yields go.
- In addition to the specialization and growing options, there's a third option always available: worker's camp. This allows for the production of militia: a slightly lower combat strength, tier appropriate infantry unit with very weak ranged ability. It also allows for a 2x building production rate for town buildings.
Cities will be more expensive, to rebalance progress. You should still have the same number of cities at the same average turn number, as before the modified town growth. This also serves to incentivize using towns.
You absolutely should be able to customize which cities receive food, but there should be range limits. I was thinking whether towns should receive food from other towns and that seems definitely like going overboard. Thematically, the gold cost of converting a city is analogous to supporting an administrative class which is represented in the abstract by the happiness and gold costs of city specific buildings. One imagines these bureaucrats manage the food disbursement. Things like trading towns should be able to direct happiness to specific cities, not just globally, to make them more useful.
Since we're trying to make towns more useful and worthwhile, they should have the ability to produce basic defensive units and even buildables. This is because, especially in the antiquity age and age transition, or during a war, you sometimes might not have much gold to go around. This is why I've come up with the militia unit which is basically useful, but rather weak. I also think, again because of times when gold is tight, that towns should have production ability. It should be less efficient than cities, which is thematically appopriate. These are more like last resort options, but again they support the idea of towns for their own sake. As for militia, you might want to nerf their combat ability in later ages (i.e. town levy will be strong in antiquity, just slightly less than an infantry, to support poorly developed empires, whereas "national guard" in modern age will be a fair bit weaker, since you likely have good production, many cities, and lots of gold by then). You don't want to be steamrolling other empires with militia (unless they're very weak).
What do you think and where can I go to learn about modding? I think this kind of modification would be rather simple to implement and test out. At least the modified growth rates.