I'm a new member but have been reading the boards for years and have been a Civ addict since the early 90's with Civ I. I wanted to pass along some recent brain storms that I've had, and get other member's opinions.
Personally, I do not like the cultural border system that is currently the standard in the Civ series. I think in real life, military and exploration are more important to physical borders than culture, though I am not dismissing culture completely.
I think that borders should expand with the movement of military units, even from the very beginning. If I build a city, and immediately build a warrior, then whatever land parcel my unit marches on, automatically gets included in to my country's border.
Right away, people are going to think "Well, what's to stop a country from taking military units and immediately bisecting a continent and cutting off civilizations from each other?" Well, there's another aspect of Civ I think is a bit unrealistic, and that is the movement radius of military units in the beginning of the game. Most military units are limited in real life to how far they can travel. Most require supply lines or need to be within a close range of a friendly city or fortification.
So, I think beginning units (like Warriors and Phlanx) should only be allowed to wander say 5 spaces away from a friendly city. If there is a road, then the road will only deduct 1/3 of that allotment, much as it does with movement points. A railroad will deduct no spaces. If there is a fortress built 5 spaces away from the city, then this will expand the distance allowed for the unit to travel by another 5 spaces, because the fortress will serve as a supply depot for the passing military.
Of course, more advanced units will have greater travel distances.
I think this will also greatly expand the usefulness of a couple game concepts. One is the fortress itself, because it can now be used as a tool to expand national borders and military influence more so than now. Also, I would give Explorers and Scouts exemptions from this movement limit. However, a SCOUT will NOT expand the borders no matter where or how far he goes - it can only unveil map tiles. EXPLORERS on the other hand, much in real life, can not only go anywhere without limit, but will expand the borders of your country to include anywhere they go as well (basically, claiming any unclaimed land in the name of your country).
Cultural borders can still be used, but as an overlay to the military border. Basically, the game will have two borders, military border, which is the political border of the country, and cultural border, which, though not defined by a line on a map, can be defined by land tiles that are brighter than surrounding tiles (you know when you explore distant land tiles and once you leave them, they darken?) In advanced civilizations, cultural borders can catch up to military (political) borders, and even expand them just as is the case now. This will allow your civ to grow in size, without using military force. So, even if another civilization early on claims large land claims, another nation can still use culture to chop away at it, and even take it over, just as in real life.
I am hoping this is not as confusing as it may sound to some. Anyone have further ideas? Input?
-Bob
Personally, I do not like the cultural border system that is currently the standard in the Civ series. I think in real life, military and exploration are more important to physical borders than culture, though I am not dismissing culture completely.
I think that borders should expand with the movement of military units, even from the very beginning. If I build a city, and immediately build a warrior, then whatever land parcel my unit marches on, automatically gets included in to my country's border.
Right away, people are going to think "Well, what's to stop a country from taking military units and immediately bisecting a continent and cutting off civilizations from each other?" Well, there's another aspect of Civ I think is a bit unrealistic, and that is the movement radius of military units in the beginning of the game. Most military units are limited in real life to how far they can travel. Most require supply lines or need to be within a close range of a friendly city or fortification.
So, I think beginning units (like Warriors and Phlanx) should only be allowed to wander say 5 spaces away from a friendly city. If there is a road, then the road will only deduct 1/3 of that allotment, much as it does with movement points. A railroad will deduct no spaces. If there is a fortress built 5 spaces away from the city, then this will expand the distance allowed for the unit to travel by another 5 spaces, because the fortress will serve as a supply depot for the passing military.
Of course, more advanced units will have greater travel distances.
I think this will also greatly expand the usefulness of a couple game concepts. One is the fortress itself, because it can now be used as a tool to expand national borders and military influence more so than now. Also, I would give Explorers and Scouts exemptions from this movement limit. However, a SCOUT will NOT expand the borders no matter where or how far he goes - it can only unveil map tiles. EXPLORERS on the other hand, much in real life, can not only go anywhere without limit, but will expand the borders of your country to include anywhere they go as well (basically, claiming any unclaimed land in the name of your country).
Cultural borders can still be used, but as an overlay to the military border. Basically, the game will have two borders, military border, which is the political border of the country, and cultural border, which, though not defined by a line on a map, can be defined by land tiles that are brighter than surrounding tiles (you know when you explore distant land tiles and once you leave them, they darken?) In advanced civilizations, cultural borders can catch up to military (political) borders, and even expand them just as is the case now. This will allow your civ to grow in size, without using military force. So, even if another civilization early on claims large land claims, another nation can still use culture to chop away at it, and even take it over, just as in real life.
I am hoping this is not as confusing as it may sound to some. Anyone have further ideas? Input?
-Bob
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