ogre51
Chieftain
I really like towns, and spend more time thinking about them than I do cities. Of course towns are the initial step towards cities outside of the Capital so we have to constantly be looking at them as potential city locations in the future.
Towns to me are what I like best about Civ7. But I think they are too limiting. Should they replace cities, of course not however there are some things about towns that do change. The ages and the AI interactions and also the need of our empire.
One of the town limiting factors is I have a town on Growth, then switch to Fish/Farm. Great. However those from now on are my only options. Growth or Fish/Farm. What happens when that once friendly AI decides to plop their new settlement in a threatening location? We need the ability (1000 to make it a city, but not quite good enough due to lack of production) or (1000 to revert it to Growth again and choose a new specialty like Fort town?). Now we can go from Fort town back to growth. Crisis is past pay another 1000 and make it whatever. Why be locked in for the e n t i r e game as one specialty. Our needs for towns types changes as does the game. New ages, new challenges.
Example. I had a large lake (8-9 tiles), no navigable river connections to an ocean but is was amid good grassland tiles, 3-5 resources and the location itself would later in the game have 5+ city connections. I set it up as a food feeder (fish/farm). Production was very low so a future city site was not worth consideration. However the locations surrounding it were much more attractive to city investment. It was in a terrific location for a potential Hub town as the future of my empire unfolded. Game changes, constantly. Why be punished for meeting an important need by feeding my capital initially and yet not having the option to make it an already developed "new" Hub town later. We evolve or we limit our empire to become even more successful. How about religion? In Exploration we either create a new religious town or we do without. What happens when we have met and exceeded our settlement by a few already. Just ignore it and endure the happy hit?
I use the following mods for my towns.
Enhanced Town Focus
Town Focus Buildings (I would hope that previous iterations of the towns evolvement would retain the added buildings)
Unique Quarters in towns
Also helpful are although not just town oriented are
Warehouses Fixed
GP - Warehouses Adjecencies
City District Upgraded (has 4 rather than 2 building spaces)
One last thing about towns are the unique city state buildings. City States and our Empires Towns are very similar to me. Good for a city state? Then good for my towns. However these should only apply to being built for the specialties towns. For instance the reverting into a Fort town used earlier would allow for building of the military building Hill Fort. All of this is going to become REAL expensive both in time and gold of course but at least options would exist for an evolving game.
I just feel towns need to be more flexible in the current age as I play Long age length, decisions made early to satisfy ones need will in my games more than likely need to change. Simply building more towns is only a stopgap not the solution, at least for my viewpoint. Would need to examine the possibilty for becoming to OP, questions about why make a city? when a town can with time just about become one. Lot of questions in this forgetful brain of mine and not enough answers.
Thanks for reading.
Towns to me are what I like best about Civ7. But I think they are too limiting. Should they replace cities, of course not however there are some things about towns that do change. The ages and the AI interactions and also the need of our empire.
One of the town limiting factors is I have a town on Growth, then switch to Fish/Farm. Great. However those from now on are my only options. Growth or Fish/Farm. What happens when that once friendly AI decides to plop their new settlement in a threatening location? We need the ability (1000 to make it a city, but not quite good enough due to lack of production) or (1000 to revert it to Growth again and choose a new specialty like Fort town?). Now we can go from Fort town back to growth. Crisis is past pay another 1000 and make it whatever. Why be locked in for the e n t i r e game as one specialty. Our needs for towns types changes as does the game. New ages, new challenges.
Example. I had a large lake (8-9 tiles), no navigable river connections to an ocean but is was amid good grassland tiles, 3-5 resources and the location itself would later in the game have 5+ city connections. I set it up as a food feeder (fish/farm). Production was very low so a future city site was not worth consideration. However the locations surrounding it were much more attractive to city investment. It was in a terrific location for a potential Hub town as the future of my empire unfolded. Game changes, constantly. Why be punished for meeting an important need by feeding my capital initially and yet not having the option to make it an already developed "new" Hub town later. We evolve or we limit our empire to become even more successful. How about religion? In Exploration we either create a new religious town or we do without. What happens when we have met and exceeded our settlement by a few already. Just ignore it and endure the happy hit?
I use the following mods for my towns.
Enhanced Town Focus
Town Focus Buildings (I would hope that previous iterations of the towns evolvement would retain the added buildings)
Unique Quarters in towns
Also helpful are although not just town oriented are
Warehouses Fixed
GP - Warehouses Adjecencies
City District Upgraded (has 4 rather than 2 building spaces)
One last thing about towns are the unique city state buildings. City States and our Empires Towns are very similar to me. Good for a city state? Then good for my towns. However these should only apply to being built for the specialties towns. For instance the reverting into a Fort town used earlier would allow for building of the military building Hill Fort. All of this is going to become REAL expensive both in time and gold of course but at least options would exist for an evolving game.
I just feel towns need to be more flexible in the current age as I play Long age length, decisions made early to satisfy ones need will in my games more than likely need to change. Simply building more towns is only a stopgap not the solution, at least for my viewpoint. Would need to examine the possibilty for becoming to OP, questions about why make a city? when a town can with time just about become one. Lot of questions in this forgetful brain of mine and not enough answers.
Thanks for reading.
