Unique Cities

Khan Quest

Prince
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Dec 5, 2003
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I originally posted this last December. I am recycling some old ideas (I hope nobody minds)

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A lot of my cities are pretty much like any other, except for the occasional wonder. How about a way of making cities unique? Cities could build specialized city improvements (SCI), which are dependant upon nearby resources. SCIs should be cheap enough and offer enough benefit to be built, but not enough to unbalance the game.

As an example, a city with horses within its radius could build ranches. With ranches, all horse units (horsemen, knights, calvary, etc) could be built at a discount. Maybe 3/4 the original cost. Cities on another continent may have to pay 1 1/4 the cost because horses must be imported.

There should be no upkeep cost for an SCI. The tile with the resource must be worked by a citizen in the city for the benefit. (Thus only one of two cities with a shared resource tile could benefit at a time, although both could build the improvement). They could make one unhappy citizen content as they are gainfully employed.

Strategic – Units built are ¼ cheaper. Those with two requirements and two SCIs are 1/3 cheaper (calvary’s horses and saltpeter)
Horses - Ranches as described above
Iron - Smelting plant.
Saltpeter - Alchemist shop.
Rubber - processing plant
Oil - petroleum refinery
Aluminum - aluminum refinery
Coal - Quarry
Uranium - Centrifuge

Maybe a coal quarry could offer some other benefit, as ironclads are the only unit requiring coal.

Luxury – One extra shield of production and/or trade and/or food, depending upon the type’s bonuses, unaffected by corruption.
Incense - Kiln
Silks - Textile mill
Furs - Furrier
Wines - Winery
Spices - Spice mill
Gems - Lapidary
Dyes - Processing plant
(Did I miss one)

Bonus resources – One extra shield or trade or food, depending upon the type’s bonuses, unaffected by corruption.
Gold - Gold refinery
Wheat - Flour mill
Cattle - Dairy
Whales - Whale processing plant
Fish - Fishery
Game - Lodge
Tobacco - ?
(DidI miss any here?)
 
Sounds great! :)
(You forgot Ivory in luxury recources and tropical fruit in bonus.)

You could have tabacco plantations for tabacco, but i'm not sure what you'd do for tropical fruits and ivory.
:goodjob:
 
Khan Quest said:
I originally posted this last December. I am recycling some old ideas (I hope nobody minds)

----------------------------------------------------------------------

A lot of my cities are pretty much like any other, except for the occasional wonder. How about a way of making cities unique? Cities could build specialized city improvements (SCI), which are dependant upon nearby resources. SCIs should be cheap enough and offer enough benefit to be built, but not enough to unbalance the game.

As an example, a city with horses within its radius could build ranches. With ranches, all horse units (horsemen, knights, calvary, etc) could be built at a discount. Maybe 3/4 the original cost. Cities on another continent may have to pay 1 1/4 the cost because horses must be imported.

There should be no upkeep cost for an SCI. The tile with the resource must be worked by a citizen in the city for the benefit. (Thus only one of two cities with a shared resource tile could benefit at a time, although both could build the improvement). They could make one unhappy citizen content as they are gainfully employed.

Strategic – Units built are ¼ cheaper. Those with two requirements and two SCIs are 1/3 cheaper (calvary’s horses and saltpeter)
Horses - Ranches as described above
Iron - Smelting plant.
Saltpeter - Alchemist shop.
Rubber - processing plant
Oil - petroleum refinery
Aluminum - aluminum refinery
Coal - Quarry
Uranium - Centrifuge

Maybe a coal quarry could offer some other benefit, as ironclads are the only unit requiring coal.

Luxury – One extra shield of production and/or trade and/or food, depending upon the type’s bonuses, unaffected by corruption.
Incense - Kiln
Silks - Textile mill
Furs - Furrier
Wines - Winery
Spices - Spice mill
Gems - Lapidary
Dyes - Processing plant
(Did I miss one)

Bonus resources – One extra shield or trade or food, depending upon the type’s bonuses, unaffected by corruption.
Gold - Gold refinery
Wheat - Flour mill
Cattle - Dairy
Whales - Whale processing plant
Fish - Fishery
Game - Lodge
Tobacco - ?
(DidI miss any here?)


Would that be like being able to build Iron Works small wonder in regular civ3?
 
phorvath2110 said:
Would that be like being able to build Iron Works small wonder in regular civ3?

Iron works is a small wonder that may only be built in one city.

The SCI should not be as powerful, but still worth building. You wou be able build a particular SCI in any and all cities that have the required resource with in its radius, if you like.

Another difference is, the city has to work the tile to get the bonus. Pollution, enemy troops, and cultural borders would prevent you from getting the bonuses until you put a citizen back on that tile. If you lose the iron or coal, iron works still works.
 
Very interesting! I would add Drying Shed for tobacco, Cannery for fruit, and Carver's Workshop for ivory.
 
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