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July 24,2005 Ctp2 Tiles in sig!
May 1999 time: 21:32
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This might become a new thread (Unless I missed it), but what have been the discussions for curbing Infinite City Sprawl (ICS) in the Apolyton Edition?
Civ3 tries to with corruption and cultural conversion.
I think CtP2 Cradle used the plagues to limit it.
ICS is another side effect of the Warmonger bias in Civ games. Curbing it can make the game more fun and give other options/paths of game play.
One thought I was throwing around includes using colonies more. Colonies (and Settlements, which could be different) could be the size 0 city like its already been SLIC'd but it cant grow with out a serious investment. I was thinking of something like a city center/govt improvement that is relatively expensive to build and maintain but after its built than the city population can grow.
Colony - built on resources can build Harbor, Airport, militia before City govt. Does not have to be in border radius of empire.
Settlements - has to be connected to previous borders (I guess like Rise Of Nations does it). But can receive slaves but cannot build most city stuff, only militia and city govt initially.
I was tempted to suggest settlers be generated randomly and build settlements to abstract immigration, population movements (basically a settler would be created from cities randomly and go settle on its own, run by the same code as the AI except you'd own the city) This would make it a challenge to deal with growing borders and growing population as opposed to the strict managed civ style of planning your empire.
Although the random growth model is more realistic, more challenging, and would curtail the warmonger since they have to contend with more domestic issues, I expected an uproar so I'm not going to push hard for it.
Finally, Civ3 has resistors when you take an enemy city and different nationalities. I dont remember the resistors being Ctp2. I think having an itially resisting population, partisans (already SLIC'd) and to simulate reconstruction you have to build the city govt improvement I mentioned above to restore order and abstract reconstruction and civil authority efforts. Since the captured city would be bigger than the settlement 0, all of those population above that number are in resistance until city govt is built and then slowly they are quelled by the improvement (and additional bldgs) and by military units (to quel resistance it should be atleast one unit per one pop). this could slow down war mongers as they have to quel resistors, invest in the conquered city, and figh partisans. (again this might be a new thread)
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Flinx
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Toronto, ON CANADA
Nov 2001 time: 00:32
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quote: Originally posted by child of Thor
moving slavers might be fun, but they are IMO one of the most unbalancing special units in the game - with them its posible to get massive cities quickly, a huge advantage to the player(and the ingame un-incentives are not tough enough to curb the exploit). |
quote: Many of the minor special units, the ones that don't get used that often, could remain as units on the map. So i'm leaning towards the thought that if we do decide to abstract any, it should be the most common usage ones and of those the ones that give an unfair advantage to the human player over the Ai. | Are they unbalancing because they are implemented as a unit rather than through an interface window? The current slaver unit could very easily be implemented exactly as it is now but through a window interface: pick a civ, pick a city, pay 250 gold, have a 50% chance of a slave appearing in one of your cities; how is this an improvement?
The current diplomat however: you walk it to a foreign city, establish an embassy, and then what? Either give the unit something to do, or make embassy formation automatic.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:32
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quote:
As long as the Embassies are automatically recreated when you are once again at peace with an AI Civ (like in the SAP2) I am not against the Diplomat as a unit. But if you have to move another Diplomat across the map to create a new one after a war I must admit it becomes a painfull process.
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I've already put this into the vanilla game (not posted yet). For technical reasons it was both easier and better to add a SLIC handler to dipomacy.slc rather than do it via the source.
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Uchuu-kun[SM42]
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Just something on the topic of mercenaries:
I think that's rather a good idea. It'd be interesting if you could hire them from a menu interface, and the number of units and units available were determined (in part) by disbanded units. Of course, the idea of 'bribing' units to become mercenaries is also a good one; it'd just be one with a fairly random chance of success. Perhaps higher for 'damaged' units?
I'm not entirely coherent right now, but I hope that what I was saying was clear enough.
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