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Naokaukodem
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I had an idea about number of cities and the way to manage their production tiles:
What about to extend the production tiles to the city culture area if any?
Each distant tile from the city center would not have the same efficiency rate. For example, the 8 adjacent tiles from the city would have a 100% production rate, the larger tile "square" a 50% production rate, the above one a 25% tile and all the others a 10% rate. Like so, we could have the possibility to not build many cities and their buildings and tale profit from those of one big one. The hole could also be easily exploited without the addition of other units like in Alpha Centauri, and the dead frontiers, if they remain, would be harverstable but the culture fight more important.
Well, depending on the city system and expansion mode adopted in civ4, the city model could be slightly modified so that the common harverstable tile base would be 8 and not 20, allowing larger map possibilities and civilization type, configuration and evolution.
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Max Sinister
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I once thought about costs for working tiles - the farther away from the city, the more expensive. But you'd need to change the money system for that, too - it wouldn't work if a city produces mere 10 gp / turn.
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Naokaukodem
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What's with ICS? You build your cities the way you want for the type of game you play.
In this example, i thought about a possibility to make the population of a city to rejoin one other, so no need to build workers/join/destroy, what is a pain.
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Naokaukodem
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quote: Originally posted by lajzar
Once, I proposed a series of city improvements (paved roads - rail depot - monorail depot) that would progressively increase the useful city radius. This is just as effective at solving that issue. |
It would not be the same thing as it would just increase the power of your city, allowing more laborers and increasing buildings revenus.
Here your city radius is replaced by cultural developement.
quote: Originally posted by lajzar
It makes teh one city challenge easier, but the traditional 2 tile radius shouldn't be weakened - we don't want to encourage ICS. |
It encourages ICS only with no taxes/science building, so it does not encourages it that much. Now imagine that corruption in civ4 disappear and you don't have to respect a tight city web.
quote: Originally posted by lajzar One other point - almost every building, especially at later ages, should have a minimum opulation requirement. That should weaken the ICS strategy a lot. |
Same thing, in late ages there is no ICS or only for the dead.
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