CityMinDist, city working area and its influence on strategies
Posted: Sun Dec 03, 2017 1:08 pm
Let me try to explain why I think a way smaller CMD than the traditional LT setting would be good.
For starters, the way I understand it, larger value has been introduced in order to prevent abuse of building a city on turn change too close to an enemy city and use it as a base for attack. Also, smallpoxing.
I believe smallpoxing is solved by a settler using 2 population to be built. About the abuse, it can be solved by preventing fort(ress) from changing ownership.However, as Wieder told me, this creates a problem for people under Democratic governments who want to wage war. Well, guess what: Democracies (and Republics) are supposed to have more problems when waging war. It is both realistic and is a feature of the original Civilization. (For the record, I find the former argument crucial.) In reality, if a Democracy wants to wage war abroad, then it will simply have to put more into luxuries (propaganda) to keep their citizens content.
(And, for future reference, when I say Democracy, I also mean Republic, although to a bit lesser extent.)
However, what it seems happennned in LT is that all governemnts ended up with the equal base corruption+waste percentage and fortress/tile ownership was introduced to help the Democracy at war. I'm not sure which of those came first, but they ar linked: one helps Democracy at war and the other reduces Democracy's advantage at peace. So now a Democracy is just another government with a different set of numbers, but no different concept that would require a drastically different game strategy. I believe I don't have to emphasize that I consider this bad.
So, to return to the CMD issue. A big CMD value, along with drastically reducing freedom with city placement, has one large consequence when it comes to combat: every city is important as hell. With large distances and large city working areas, all war is waged for the big cities and there is less action between them. If you conquer a city you have made a great victory and, in the long run, have gained a huge advantage.
Also, because of a large CMD, all your cities are basically megalopolis...es. There are no big and small cities and there are no "villages". And if anyone knows anything about wars, he will be aware that wars are usually waged across small towns and villages. They change hands, some are destroyed, but only if a large city falls, it means something.
Furthermore, a very low CMD would enable some new strategies. With large city working area and CMD=1 you could designate one city to be a city centre and concentrate production/science/money there, but then also have "suburbs" to do some smaller stuff and reduce size-induced unhappiness in the big city. Also, with dense population centres, when combat approaches them, there would be an element of "street fighting", conquering block after block with great losses and destruction.
The one problem I see here is that a lot of traditional LT players disdain too much civilian management and favour war, so handling all this would be a nightmare for them.
For starters, the way I understand it, larger value has been introduced in order to prevent abuse of building a city on turn change too close to an enemy city and use it as a base for attack. Also, smallpoxing.
I believe smallpoxing is solved by a settler using 2 population to be built. About the abuse, it can be solved by preventing fort(ress) from changing ownership.However, as Wieder told me, this creates a problem for people under Democratic governments who want to wage war. Well, guess what: Democracies (and Republics) are supposed to have more problems when waging war. It is both realistic and is a feature of the original Civilization. (For the record, I find the former argument crucial.) In reality, if a Democracy wants to wage war abroad, then it will simply have to put more into luxuries (propaganda) to keep their citizens content.
(And, for future reference, when I say Democracy, I also mean Republic, although to a bit lesser extent.)
However, what it seems happennned in LT is that all governemnts ended up with the equal base corruption+waste percentage and fortress/tile ownership was introduced to help the Democracy at war. I'm not sure which of those came first, but they ar linked: one helps Democracy at war and the other reduces Democracy's advantage at peace. So now a Democracy is just another government with a different set of numbers, but no different concept that would require a drastically different game strategy. I believe I don't have to emphasize that I consider this bad.
So, to return to the CMD issue. A big CMD value, along with drastically reducing freedom with city placement, has one large consequence when it comes to combat: every city is important as hell. With large distances and large city working areas, all war is waged for the big cities and there is less action between them. If you conquer a city you have made a great victory and, in the long run, have gained a huge advantage.
Also, because of a large CMD, all your cities are basically megalopolis...es. There are no big and small cities and there are no "villages". And if anyone knows anything about wars, he will be aware that wars are usually waged across small towns and villages. They change hands, some are destroyed, but only if a large city falls, it means something.
Furthermore, a very low CMD would enable some new strategies. With large city working area and CMD=1 you could designate one city to be a city centre and concentrate production/science/money there, but then also have "suburbs" to do some smaller stuff and reduce size-induced unhappiness in the big city. Also, with dense population centres, when combat approaches them, there would be an element of "street fighting", conquering block after block with great losses and destruction.
The one problem I see here is that a lot of traditional LT players disdain too much civilian management and favour war, so handling all this would be a nightmare for them.