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Tiberius

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Europe
Jan 2000 time: 06:32
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I like the fort city idea. 
Forts would be created by army engineers (a special worker, that would cost 1 or 2 pop points, would be much more expensive than a regular worker and would be able to build only roads, fortifications, barricades, fort cities, radar towers, and other military related improvements) and would have a fixed, one tile wide cultural radius. Army engineers should be able to build forts on mountains, too.
A fort city would have zone of control, would offer a defence bonus similar to a barricade and would act as a radar tower.
The cultural radius would never grow and the fort would never culture-flip.
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Shogun Gunner

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Potomac Falls, Virginia
Oct 2000 time: 00:32
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Skywalker,
I see what you are suggesting, but I always perceived the borders (as they are done currently) to represent the "power" of the city. I don't think the power of a city is extended just because the terrain is bad or unwanted. In fact, I think the opposite is true that borders tend to be just assumed, but not defined (think the Saudi Arabian border with Yemen and Oman).
One things humans are good at is identifying what is important, trying to lay claim to it and then fighting over it. In this way, I think the current system works. If you think that tundra is important, go settle Nome, Alaska on it. If not, someone else might come in there and do it. You might be lucky and find oil there later 
OTOH, I'm not against the idea of allowing population to work tiles that are beyond the city limits. In this way, its kinda like the colony concept. If your city only has a radius of two tiles all around, but there is something you want to work, three...maybe four (but that would be it) tiles away, you should be able to work it (maybe at a reduction due to distance from the city). However, you do still run the risk that an opponent would plant a city which would bump your populatin out of that tile.
I don't know if I fully understand the last paragraph of your post.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:32
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I like these last several ideas as potential tweaks to the current system, which, IMHO, is pretty good, better than the previous games at least. I like the "maintain current border" option as well as Uber's forced cultural subjugation idea. I think that they should make the colonies have a one tile cultural space, so that they aren't taken over (perhaps unless they were completely surrounded by another culture).
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Kuciwalker
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of Schmooism
Feb 2001 time: 00:32
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quote: Originally posted by Shogun Gunner
Skywalker,
I see what you are suggesting, but I always perceived the borders (as they are done currently) to represent the "power" of the city. I don't think the power of a city is extended just because the terrain is bad or unwanted. In fact, I think the opposite is true that borders tend to be just assumed, but not defined (think the Saudi Arabian border with Yemen and Oman).
One things humans are good at is identifying what is important, trying to lay claim to it and then fighting over it. In this way, I think the current system works. If you think that tundra is important, go settle Nome, Alaska on it. If not, someone else might come in there and do it. You might be lucky and find oil there later 
OTOH, I'm not against the idea of allowing population to work tiles that are beyond the city limits. In this way, its kinda like the colony concept. If your city only has a radius of two tiles all around, but there is something you want to work, three...maybe four (but that would be it) tiles away, you should be able to work it (maybe at a reduction due to distance from the city). However, you do still run the risk that an opponent would plant a city which would bump your populatin out of that tile.
I don't know if I fully understand the last paragraph of your post. |
The idea is not that bad tiles increase your power, but rather it is easier to project power across essentially worthless terrain - there is nothing in your way. It is also intended to make places like the Sahara and the Amazon actually part of countries without having to build cities all over it (which is unrealistic and annoying).
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wrylachlan
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That's a great idea Uber! Anything that makes the terrain more important is ok with me!
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Trifna
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of anchovies
Jul 2001 time: 13:32
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Hey, is border really depending on culture to start with?...
Cultural influence is linked to culture, but the boarder is determined by ECONOMICAL and POLITICAL aspects! A city/civ may be very advanced, great and so on, if it has less population and is not using some territory, others will be able to take the territory anytime.
Borders are dependant on the territory you USE and are able to keep, perhaps less/differently when the nation-state comes in modern times. Like Canada: if it is not able to keep its presence in North Pole, USA may just take the territory (even with nation-states) without asking permission!
This is how territory is internationally determined right now, and this is how it always have been in the past. Territorial possession is done by using this territory, OCCUPYING it (economical use, demographic presence, military presence of an empty space (like northern Canada), etc.). Cultural expansion is not directly the same thing as physical border. To resume my point: Territory must be own de facto.
Waiting comments 
Last edited by Trifna on 31-12-2003 at 08:44
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wrylachlan
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To expand and slightly change Uber's idea... instead of making the expansion of borders be based on the movement value of the tile, how about based on the "usefullness" of a tile. The way I see it, cultural expansion represents mini-settlers, who go out and set up little tiny villages planting your flag. Therefore, they should expand based on how useful a tile would be. Your borders would tend to expand fastest towards resources, fast along great tiles like grassland and forrests. Slowest along deserts and mountains (note the usefulness should represent what you can get out of a tile without upgrading it).
Once your border meets a neighbor's border, it is fixed. There should also be a way to trade territory.
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wrylachlan
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quote: Originally posted by skywalker
quote: To expand and slightly change Uber's idea... instead of making the expansion of borders be based on the movement value of the tile, how about based on the "usefullness" of a tile. |
That's what both Uber and I said. Each tile has a movement cost and a culture cost. |
Yes, but you were basing it on cultural borders moving faster across deserts, which is exactly the opposite of how I see it. Culture should travel faster towards more "useful" tiles.
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