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Originally posted by MrFun
1) What will be the city radius? Will it spread out to the same range that the cultural borders are set? Or will be two sqaures all the way around the cities themselves?
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The basic Civ-2/SMAC style 21-square city-area is still in, then it comes to foods, shields and trades.
However, on top of that special resources/ luxuries are now available within culture-depending expanding borders, or by colonies.
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2) How will colonies overseas or on islands work in getting resources connected to the cities? For colonies on the same continent or island, you built roads to connect resources to cities. So, how will this work?
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Not sure. Anyway, heres Dan Mahagas latest update:
"A couple of quick comments:
1) You can build colonies anywhere you want (although if you try to build one inside someone else's borders, it's considered an act of war, and your colony will get utterly stomped). There is no reason you can't build a colony far away from your city borders. In fact, due to point #2 below, you're really forced to think long and hard about where you want to establish a colony. If you establish a colony close to a growing city, you know you're going to waste a pop point at some point when the borders expand. On the other hand, you could go far away, but you better have a military escort and a couple of other workers building a road to your distant colony...
2) Building a colony consumes the worker unit. You never get these pop points back, just as you never get your settler back when founding a city. Even if your borders later swallow up a colony, you still don't get the worker back.
3) Colonies act like pop.1 cities in the sense that if an enemy walks onto an unprotected colony, it destroys the colony. So you need to fortify a couple of strong defensive units and/or build a fort on a colony, otherwise your opponents will just walk in and, blammo, no more Roman Legions can be produced.
4) Colonies exist simply to provide access to resources and luxuries that lie outside of your borders. They don't provide any other benefit.
5) The reason the goods need to be somehow connected to your capitol city is because it's a trade network. You can actually have many different subnetworks, for example, and each of them might be connected to the capitol in one way or another, but a crafty adversary could, for example, occupy your sole harbor city that links one subnet to another, effectively cutting off an entire continent's trade from the capitol city's continent. It gets somewhat confusing to explain, but it's great fun to actually destroy your opponents simply by manipulating their luxuries and resources.
6) There are no special bonuses applies to any city based on its contribution to a colony. Cities are either "on the trade network" or not.
7) Resources *do* deplete, depending on use. When this happens, you need to find a new source of iron/oil/uranium/whatever if you want to continue cranking out units that depend on that resource. You *can* find new resources inside your city radius as well.
Dan
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Dan Magaha
Web Wizard
Firaxis Games, Inc.
www.firaxis.com "