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Suggestion: Faction Villages and Ruins - as part of a city concept

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11 years ago
Jun 2, 2014, 10:55:52 AM
In short: Key aspects of the idea: Ruins and villages have tile resources, ruins and villages can level, ruins and villages interact with City and districts for levels





The following idea is based on some ideas already covered by and there are probably already other discussions I did not see (I hope it is not duplicate.):





Key Point to be addressed:

Ruins and Faction Villages are currently hinderencess for city building and are working somewhat under value for territory development.





Idea:

a) Ruins and Faction Villages are treated similar to anomalies (and cities) concerning the tile production (FISDI), ie the tile-environment related value is used maybe with the Addition of a small benefit: Ruins (+1 Sience, + 1 Dust (Tourism)) / Pacified Village (+ 1 influence (Multi-Culturism), + 1 Dust (Tourism)), Assimilated village (FISDI benefit like a borrough, but no Extension of the range)

b) Unlike anomalies you can not build a borrough on them

c) Ruins and Faction Villages can level like districts, but stay independent, ie they are not a part of a City:

- A ruin or faction village gets to level one if it is sourrounded by 4 districts, ruins or villages. (Being sourrounded by 4 level 1 buildings makes a level 2 and so on.

- Therefore they transport the development level to surrounding districts, ruins and villages, ie. a district with two districts a village and ruin next to it gets to level 1 (or higher depending on the level of the sourrounding

- The FISDI benefit for a ruin or village rises with the level, ie the Dust (Tourism) is level+1.

- Ruins could also provide higher benefits when being searched, although I think in this case it short work in the inverse direction, Dust gains out of a ruin are lower, if leveled, because so many people ran in to it already.

- They can be visited by all Players as the tile is not a city or district.

d) Destroyed and hostile villages do not count as anything

e) Level effects between villages and districts only apply if pacified or assimilated. (I would like it, if hostile villages level as soon as a City is next to it and would have more troops for it, but I think faction villages are conquered before districts are leveling, so it seems irrelevant.)







This resolves a lot of issues I have with ruins and villages:

- no City obstruction anymore, actually building a City close to a village or ruin is an Advantage, since they provide the FISDI and level Advantages without the negative effects of a borrough (building cost and happiness).

- Ruins stay accessable for everyone. (A Player that tries to move onto the ruin can do so Standing outside of any City district with which the ruin is connected, since the City provides fast Transport to and from the ruin (Tourist - Buses ;-).)

- Undervalued concerning FISDI





Nice Side effect:

Create a map with a temple City.

Create a map with faction cities, which can have a strong defense, due to leveled villages (almost like districts).





Summary: Ruins and villages have tile resources, ruins and villages can level, ruins and villages interact with City and districts for levels
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