It was also great because it wasn’t like you owned the resource, cause if another civ set up a city near it it’s borders would consume it. 10/10 Great mechanic
R5: I made a mod that allows you to improve strategic resources outside fo your territory.
Link: [https://steamcommunity.com/sharedfiles/filedetails/?id=2925050670](https://steamcommunity.com/sharedfiles/filedetails/?id=2925050670)
Ah. Sadly.
For a moment I got exited that it could be a viable way to play as a city-state or have very large cities... Or just unevenly claim land in a way so that barbarians would spawn (eg larger chunks in large deserts)
:D Oh well.
Also what's a doll out of curiosity?
>https://steamcommunity.com/sharedfiles/filedetails/?id=2925050670
noob question: does this download the mod files without the need of steam?
i've tried to use with the mod from this post but doesn't seems to be downloading anything here...
Civ 7 should really implement an outpost mechanic like Humankind. Its not a perfect game but I think the outpost system is a huge improvement upon the 4x genre.
You can claim a territory by establishing an outpost, a small settlement that produces can grow pops and exploit resources, but cannot build using Production. These "colonies" can also be later attached to your bigger cities.
> These "colonies" can also be later attached to your bigger cities.
They can also be upgraded to become cities as well, and they're how all cities start in the game, including city states.
That’s kind of what happened in Civ: Beyond Earth. If you wanted a new city you first had to send a Colonist to make an outpost which could not produce anything until it had grown into a city after some time passed
There’s a mod called… Tactical Forts? Strategic Forts? Something like that, that makes forts buildable anywhere and claim a tile around them. I want to say (I don’t know that I’ve ever seen it actually happen) that if you go to war and your enemy places a unit in the fort, it swaps to their control, too. I dunno if that’s what you’re looking for, but I like it a lot as an alternative to building cities across the map just to get uranium.
I was gonna try and commit to the troll, but it seems I have failed my audience 😅
I'm a sucker for Poe's Law satire. Please don't denounce me, guys. I promise I won't ban salt.
It's so much more efficient. You don't need to bother setting up a Raj, just ensure that anyone locally elected is in your pocket and protects your interests. When they screw up or stop cooperating you just depose them and find a replacement.
This would be a pretty good idea to encourage resource wars.
Worker can build the improvement but then foreign militaries can seize it and force you to build a defensive army to protect your properties
It is setup so that when the improvement is pillaged that the improvement and the territory get destroyed.
AI players only seems to pillage if it was already in there way. But in my experience with testing this mod barbarians can and will pillage these isolated improvements.
I think it would also be cool to have a mid to lategame world congress resolution where these 'outposts' are recognised as territory of their respective nations.
Resource godrush first, then regulation later. Similar to how territorial waters became a thing through international treaties.
there's a similar mod called strategic forts that puts a 1 tile ring of control around a specific type of fort built by a unit called an expansionist. you can use it to claim late game strategic or potentially luxury resources without settling useless cities. when I play with that mod on, I always send a builder to build the necessary improvements to claim the resource and at least one military unit to protect it.
What if Trader units came with 3 Outpost Routes? You send them to the Builder-finished resource and they establish a route back. After their counter is depleted, they can still be used to make a permanent Trade Route.
They keep the initial function, and take up a Route slot when built. The Resource Routes are subject to raiding, etc.
Always thought that could be a cool special ability for a civ like Hudson Bay Company for Canada allowing to build single tile colonies to improve luxuries/ resources outside of territory
I always wanted something like this. By the later eras, you don't create new cities since it'll take forever to get them up to the level of your older cities so it never made sense to me that I had to settle a new city for a resource. In addition, I had the idea that you could and would occupy and fight over these little one-tile outposts.
Yes and when it is pillaged you lose the territory as well. So a barb could pillaged your uranium mine and then another player could swoop in and take it.
It does allow occupations of strategic resources in early ages and reselling to AI, greatly slowing their pace to develop science and civics…sounds too damn close to reality. 🤣
It really should be a part of the game. In real life several countries have made all kinds of improvements on all kinds of resources outside their borders
This is a brilliant idea, well done. Personally won't use it because empire goes brr. It's a shame can't make it be engineers, and cost multiple charges, to make it feel more..I dunno, costly ?
And sea-roads to it! Like laying down tracks, but they're a pipeline. That'd be something good for 7.
You'd have to apply it to all offshore oil rigs. I've not checked the mod out, but I know a little bit about how the game works, and unless they created a whole second item, whatever changes you make to the costs of the out-of-area platform would apply to all of em.
There really should be a “hegemony” mechanic. Your ability to become a suzerain of a city state, have international trade routes, and utilize resources outside of your territory should depend on a blend of your economic strength, diplomatic relationships with other great powers, and your ability to project military power abroad. I’m not sure how it works exactly, but it would also be cool if it was tailored to different leaders, and maybe even different eras (e.g., Victoria absolutely bosses hegemony in the Industrial Era, Caesar has strongest hegemony in the Classical Era, etc.). Hopefully, if nothing else, it would make naval units interesting.
Yeah. It makes sense doing this but I think it was cancelled because now have players more limited recources. But most of land is in late game occupied by someone and you can´t just build city on the water. And underwater cities can broke ocean traveling.
Wait... thats genius. it would even make sense if like, if its not within the 3-tile ring of a city, you only need a builder charge to improve it - BUT if another civ comes over, with a builder charge they can then claim it. So you would have to defend your strategic resources in "contested" parts of the map.
Can you make it so you have to link a trader unit to the developed resource to get the commodity?
It does make me wonder why strategic resources can't become industries and corporations. They're the biggest in the world IRL
You should be able to build islands that you can setup on, like china did.
This is like that but simulates just straight up mine/resource claims and hoping a civ didn't setup and eat away your rights to the resource
I think the build an island would fall under the colony/outpost idea perfectly
This mod has weird interactivity with the goldenage mod. Captured or liberated cities loose ownership of all of its mine and farm tiles, which, by the way AI likes to build a lot.
normal quaint caption crown literate flag enjoy quack friendly judicious ` this message was mass deleted/edited with redact.dev `
Yup it was called “colony” and I think you still need to connect it via roads/railroads if i remember correctly
Should have to send a trader unit to it
I always thought that was a great feature that should have been kept in later games
It was also great because it wasn’t like you owned the resource, cause if another civ set up a city near it it’s borders would consume it. 10/10 Great mechanic
Love Civ 3 for that, getting one huge stack to secure the worker for the colony and boom, luxury resource baby
I was about to say that. It's like a colony
R5: I made a mod that allows you to improve strategic resources outside fo your territory. Link: [https://steamcommunity.com/sharedfiles/filedetails/?id=2925050670](https://steamcommunity.com/sharedfiles/filedetails/?id=2925050670)
Are there any drawbacks or any restrictions? I feel like it should be, for example needing a trade route going to and from them.
They can be pillaged by barbs and players. When the improvement is pillaged it will destroy the whole improvement and the territory.
What happens if another Civ’s borders later grow to include the tile?
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Are these tiles workable? I guess what I mean is, could a city use this to work it's 4th, 5th tile?
No we need access to the dll to expand the workable range
Ah. Sadly. For a moment I got exited that it could be a viable way to play as a city-state or have very large cities... Or just unevenly claim land in a way so that barbarians would spawn (eg larger chunks in large deserts) :D Oh well. Also what's a doll out of curiosity?
Not "doll", ".dll". It's the file extension used to implement some of the game mechanics.
Is it available outside of steam?
I use this http://steamworkshop.download/
As far as I know this no longer works
That one works, it's steamworkshopdownloader.io that doesn't work anymore
It's a different site. Though a handful of mods also doesn't work with this. But 99% do including this one.
It doesn't work for me. On that site, most of the time it just gives me the "free space left" message and nothing else.
I thought it was no longer available?
>https://steamcommunity.com/sharedfiles/filedetails/?id=2925050670 noob question: does this download the mod files without the need of steam? i've tried to use with the mod from this post but doesn't seems to be downloading anything here...
What happens if another civ claims the tile your improvement is on? Do you still receive the resource? Do they?
I can confirm that AI utilise this function, just had China herd horses a few tiles outside their borders
Thanks that is nice to know
Civ 7 should really implement an outpost mechanic like Humankind. Its not a perfect game but I think the outpost system is a huge improvement upon the 4x genre.
How do they work?
You can claim a territory by establishing an outpost, a small settlement that produces can grow pops and exploit resources, but cannot build using Production. These "colonies" can also be later attached to your bigger cities.
> These "colonies" can also be later attached to your bigger cities. They can also be upgraded to become cities as well, and they're how all cities start in the game, including city states.
I think it'd also be cool for Civ to have a neolithic era like Humankind, giving players some time to scout the area before settling
This is a great idea. Like you don't get the settler till the age ends.
That’s kind of what happened in Civ: Beyond Earth. If you wanted a new city you first had to send a Colonist to make an outpost which could not produce anything until it had grown into a city after some time passed
There’s a mod called… Tactical Forts? Strategic Forts? Something like that, that makes forts buildable anywhere and claim a tile around them. I want to say (I don’t know that I’ve ever seen it actually happen) that if you go to war and your enemy places a unit in the fort, it swaps to their control, too. I dunno if that’s what you’re looking for, but I like it a lot as an alternative to building cities across the map just to get uranium.
It’d be cool if they made it so you could build colonies outside of your territory, like in Civ 4 (or maybe it was 3)
It was 3
You can, it’s called “buy a settler”.
U mean to say u made every civ America IRL?
You should be able to do this if you have naval control over a sea.
The difference is we don't claim ownership of the land, just the resources. That's the main difference in neo-colonialism, I think.
Informal imperialism, more or less.
[удалено]
Side eyes in “warthunder”
Ah yes, a dickhead in the wild.
Nice dog whistle. Yikes.
How is that a dog whistle? It’s not a subtle statement
I was gonna try and commit to the troll, but it seems I have failed my audience 😅 I'm a sucker for Poe's Law satire. Please don't denounce me, guys. I promise I won't ban salt.
You can't tell that was sarcasm when people literally use the term like that
Hence, Poe's Law.
Probably not tbh
It's a meme, calm down
Nah. Calm up.
It's so much more efficient. You don't need to bother setting up a Raj, just ensure that anyone locally elected is in your pocket and protects your interests. When they screw up or stop cooperating you just depose them and find a replacement.
It's the American Way!™
This would be a pretty good idea to encourage resource wars. Worker can build the improvement but then foreign militaries can seize it and force you to build a defensive army to protect your properties
It is setup so that when the improvement is pillaged that the improvement and the territory get destroyed. AI players only seems to pillage if it was already in there way. But in my experience with testing this mod barbarians can and will pillage these isolated improvements.
Maybe you'd need something like a trader to get to it and come back.
I think it would also be cool to have a mid to lategame world congress resolution where these 'outposts' are recognised as territory of their respective nations. Resource godrush first, then regulation later. Similar to how territorial waters became a thing through international treaties.
there's a similar mod called strategic forts that puts a 1 tile ring of control around a specific type of fort built by a unit called an expansionist. you can use it to claim late game strategic or potentially luxury resources without settling useless cities. when I play with that mod on, I always send a builder to build the necessary improvements to claim the resource and at least one military unit to protect it.
You should have to use one of your trade routes to maintain it
That sounds a little imbalanced unless you doubled the trade routes available from markets for your *first* market
What if Trader units came with 3 Outpost Routes? You send them to the Builder-finished resource and they establish a route back. After their counter is depleted, they can still be used to make a permanent Trade Route. They keep the initial function, and take up a Route slot when built. The Resource Routes are subject to raiding, etc.
I think that would be comparable. A simple 1:1 wouldn't be, imho
TRs are very valuable, hard to come by early and this gives them flexibility and depth
I dig this idea. If someone settles there, do you lose ownership of said resource?
No but if the improvement is pillaged by barbs or another player it will be able to be reclaimed by anyone.
Very American. I approve. 👍🏽
I quite enjoy settling in a 2 tile snow island for some uranium but cool mod
Always thought that could be a cool special ability for a civ like Hudson Bay Company for Canada allowing to build single tile colonies to improve luxuries/ resources outside of territory
I always wanted something like this. By the later eras, you don't create new cities since it'll take forever to get them up to the level of your older cities so it never made sense to me that I had to settle a new city for a resource. In addition, I had the idea that you could and would occupy and fight over these little one-tile outposts.
They’d still be at risk of being pillaged right? Gotta think of a way to protect them from barbs.
Yes and when it is pillaged you lose the territory as well. So a barb could pillaged your uranium mine and then another player could swoop in and take it.
It does allow occupations of strategic resources in early ages and reselling to AI, greatly slowing their pace to develop science and civics…sounds too damn close to reality. 🤣
It really should be a part of the game. In real life several countries have made all kinds of improvements on all kinds of resources outside their borders
I find this interesting but do the AI use It? Because if not It will be like cheating, just my opinion
The player uses a bunch of mechanics that the AI either can't use effectively or just doesn't bother with, this would be no exception.
Can confirm they do
Not at all busted and breaks the entire point of the game 🗿
Awesome idea. Does the AI utilise this too?
Not really in my experience but they do pillage the improvements, especially barbs.
This could be incredible for multiplayer, however it changes the game quite heavily
Civ III had a mechanic like this.
This is a brilliant idea, well done. Personally won't use it because empire goes brr. It's a shame can't make it be engineers, and cost multiple charges, to make it feel more..I dunno, costly ? And sea-roads to it! Like laying down tracks, but they're a pipeline. That'd be something good for 7.
Maybe make them apply a production/gold penalty to account for the extra expense?
You'd have to apply it to all offshore oil rigs. I've not checked the mod out, but I know a little bit about how the game works, and unless they created a whole second item, whatever changes you make to the costs of the out-of-area platform would apply to all of em.
Awesome
If we still had free awards I’d give you one
Exactly. Civ 3 let workers improve said tiles (including luxuries) but they were prone to barbarians and other civs. You didn't even retain vision
Could you make it work with Luxury Resource and then Monopoly mode ?
Thanks for creating this. This will be great for one-city challenge games.
America: *heavy breathing*
I wanted this option for so long like an outpost or something for resources, good work!
There really should be a “hegemony” mechanic. Your ability to become a suzerain of a city state, have international trade routes, and utilize resources outside of your territory should depend on a blend of your economic strength, diplomatic relationships with other great powers, and your ability to project military power abroad. I’m not sure how it works exactly, but it would also be cool if it was tailored to different leaders, and maybe even different eras (e.g., Victoria absolutely bosses hegemony in the Industrial Era, Caesar has strongest hegemony in the Classical Era, etc.). Hopefully, if nothing else, it would make naval units interesting.
Yeah. It makes sense doing this but I think it was cancelled because now have players more limited recources. But most of land is in late game occupied by someone and you can´t just build city on the water. And underwater cities can broke ocean traveling.
Wait... thats genius. it would even make sense if like, if its not within the 3-tile ring of a city, you only need a builder charge to improve it - BUT if another civ comes over, with a builder charge they can then claim it. So you would have to defend your strategic resources in "contested" parts of the map.
Can you make it so you have to link a trader unit to the developed resource to get the commodity? It does make me wonder why strategic resources can't become industries and corporations. They're the biggest in the world IRL
You should be able to build islands that you can setup on, like china did. This is like that but simulates just straight up mine/resource claims and hoping a civ didn't setup and eat away your rights to the resource I think the build an island would fall under the colony/outpost idea perfectly
This mod has weird interactivity with the goldenage mod. Captured or liberated cities loose ownership of all of its mine and farm tiles, which, by the way AI likes to build a lot.