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.
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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