One of the pains in civs was the need to manipulate hundreds of units and cities. It was especially critical for large maps. Governors do not solve this issue. I wonder if anyone use them at all? (It is not a bad idea in general but they don’t help much that’s why many players turn them off.) One of the solutions to this challenge could be introduction of the following concept.
I suggest two types of cities. The first one is an ordinary city, which produces units and structures as usual and another one is a village. It has the same radius as a city but it does not create units. It simply generates resources and supplies chosen cities with these resources or in other words add to chosen cities’ shields, science, and food production (if linked with a road). This will allow players controlling huge territories and at the same time have only few production centers, which are easy to manipulate. The drawback is that the more villages you link to a city the more pollution and waste it generates. (A limitation on the number of villages supplying one city may be also imposed.) Such an approach will create a completely different city management and units/structures production scenario. The main idea is that it should save a real headache with managing large number of cities producing dozens of units and structures.
The time which players will save with this introduction could be spend on something like resource management instead ;-) I’m a true believer that resources should be storable, tradable and consumable like in Colonization and Imperialism. All these will create a completely differently balanced game.
I suggest two types of cities. The first one is an ordinary city, which produces units and structures as usual and another one is a village. It has the same radius as a city but it does not create units. It simply generates resources and supplies chosen cities with these resources or in other words add to chosen cities’ shields, science, and food production (if linked with a road). This will allow players controlling huge territories and at the same time have only few production centers, which are easy to manipulate. The drawback is that the more villages you link to a city the more pollution and waste it generates. (A limitation on the number of villages supplying one city may be also imposed.) Such an approach will create a completely different city management and units/structures production scenario. The main idea is that it should save a real headache with managing large number of cities producing dozens of units and structures.
The time which players will save with this introduction could be spend on something like resource management instead ;-) I’m a true believer that resources should be storable, tradable and consumable like in Colonization and Imperialism. All these will create a completely differently balanced game.
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