Rural to urban land ratio

I felt pretty good about how I posted this idea last night, which was an apparently bad night for posting, since the forums had to be restored and I lost my post, but let's see if I can recreate it with any justice.

 

Basically, I'm concerned about how all structures, including resource collectors, are squeezed into what should be the urban area of cities. This leads to maps where eventually you'll see more land inside of walls than out, where walls seems to define narrow corridors of wilderness rather than vital city centers, which makes little sense and is (to me) aesthetically unpleasing. My idea for creating a more believable rural to urban land ratio without messing too badly with the game interface as it is is as follows:

 

Food: Instead of gathering the majority of the food a kingdom/empire needs from a very small number of dense food resource tiles, have each restored land tile that spreads from a city automatically become some kind of rural area. This could be farmland from grasslands, hunting grounds and/or orchards from forests, and so on as appropriate for each terrain type. The yield of each individual tile would be relatively low (especially for harsher terrain types, like deserts and mountains, though perhaps some hunting can still be done there), but could be increased through the collection of food resources (wheat would increase farm yield, etc.), researching civilization techs for each means of food gathering (farming, hunting, etc.), or casting spells.

 

Wood: Building a lumber mill in a city increases the wood yield of each forest tile in that city's rural area. Alternatively, restored forest tiles would each produce a small amount of lumber, and a new lumber resource could be added on top of which a lumber mill could be built as with other resources, below.

 

Other resources: I don't think it would be that great a stretch to be able to tell a city to road to and harvest a resource tile, much as they can already road to eachother, as long as the resource is relatively close and the research requirements have been met.

 

I'd very much like to see something along these lines implemented, as it will lead to a more interesting and believable map and better looking cities, and as it will add possibilities regarding sieges and raiding parties.

5,664 views 4 replies
Reply #1 Top

Lots of topics on this subject. Devs have stated they want a lot of wide open wild space. Although it would be funny if your cities did end up wrapping around the space and pretty much turning them into big parks. IIRC the devs are changing the way resources and walls work. I might be wrong, but pretty sure both those things are gonna change.

Reply #2 Top

Also, they want us to be able to implement any of our own wants as to resource mechanics so you could always mod it to your liking. :banhammer:

Reply #3 Top

I like the idea of abstracting 'fundamental' resource nodes like food and lumber off the map and adding 'advanced' resource nodes to the list of road destinations. Might even be best as an addition to the current food bonus tiles, if combined with making those tiles less common and maybe some sort of equally uncommon loggers' sweet-spot tile.

Reply #4 Top

I like the idea of spreading farmland out over the countryside, then having a centralized building to increase yield (like a mill). Also, besieging a city would be a lot more interesting if the food resources are outside the walls. Good idea.

Edit: One way to do it would be that your sovereign casts a revitalize type spell on rural tiles, and from then on they can be harvested.