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MrBaggins
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You know.. the optimal system would be confining the choice to when it mattered...
By choosing which tiles are worked prior to growing to the second ring... thus you only are presented with the choice when its an important choice.
The problem is that you have to maintain the fractional value system of CTP2... a city could grow at size 6... so 1 tile worked does not equal one city growth...
I do agree with Hexagonian, that there is a problem with the valuation of tile improvements... that they aren't important enough when only one of two are improved... but when you've got all the squares worked, then TI's become TOO important, particularly with multiple levels of TI's... as has been mentioned elsewhere.
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Maquiladora
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I used to prefer the CtP1 setup because i didnt see as much strategic options in CtP2, now i have seen the light. In CtP2 system i make use of all specialists (ok not merchants) in different cities but at different times. Mostly the use of specialists depends on your current growth rate, and so your ability to keep the city growing even when its specialized to hell.
quote: What I don't like about the CTP2 system is that tile improvements are practically worthless until you are able to completely work the entire ring of terrain. |
I disagree. A size 4 city on all plains without specialists it would grow at +731 under Fascism, add 3 adv farms it goes to +1368, thats enough reason for me to place only 3 adv farms, otherwise that size 4 city would take forever to reach size 7.
The biggest problem is too much reliance on food and together with that the power of specialists.
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MrBaggins
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I assumed that... I just found it... amusing.
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:34
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quote: Originally posted by child of Thor
Yeah agreed [lol with Locutus+Mr.Baggins!] Is it the percieved(and real!) extra control over your city radius management that gives the CTP1 system the nod for you Hex? |
Well, between the three systems, I like the CTP1 setup the best because it strike a nice balance between micro- and macro- management.
The 'Maximze' buttons are a quick way to specify what a particular city should focus on, and it also allows for the means to slightly alter that emphasis (you can use the 'maximize' button to automatically place workers on all of the relevant tiles and then shift one worker to adjust that setting slightly).
In civ3, you have to manually place workers to get the setting you want, which ends up being tedious.
I won't argue that Tile improvements in CTP2 aren't important for cities that aren't utilizing the entire ring - after all, every tile improvement will add something, but it is skewed toward cities that are utilizing most of the ring. I always end up improving a city all at once, and when it is close to maximum useage of the ring. So the decision factor for improvement placement is limited to those cities. (after all, a size 2 city with a single (+10) production improvement generates only about (+2.5) production, while a size 8 city will generate (+10) production for that single TI.)
You tell me which you would rather have???
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MrBaggins
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quote: Originally posted by J Bytheway
It might be possible to make TIs more useful by slightly tweaking the way in which CTP2 distributes workers amongst the tiles in any given ring, so that if there are two tiles in the ring with one worse than the other in every respect then the better one will always be worked in preference to the worse one until it is being fully worked. Of course, this could prove an absolute mightmare to implement, but I think it would be alright if done properly.
Actually, on second thoughts, it is harder than I anticipated, but it could be done. The most significant problem might be the fact that it would be that the algorithm would be much slower than the current one. (I think that it would be O(n^2) rather than O(n)...).
Generally speaking though, I think the CTP2 system is better than the CTP one, primarily because it allows variable city radii much more easily. |
Isn't this really only an issue for small cities?
Couldn't we just implement a preferential system for cities less than a given size... like <5 or so... and that really wouldn't be much slower... right?
The only reason not to, that I can concieve, would be that going from a specific to an averaged system could be numerically disadvantageous theoretically.
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Maquiladora
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quote: I won't argue that Tile improvements in CTP2 aren't important for cities that aren't utilizing the entire ring - after all, every tile improvement will add something, but it is skewed toward cities that are utilizing most of the ring. I always end up improving a city all at once, and when it is close to maximum useage of the ring. So the decision factor for improvement placement is limited to those cities. (after all, a size 2 city with a single (+10) production improvement generates only about (+2.5) production, while a size 8 city will generate (+10) production for that single TI.)
You tell me which you would rather have??? |
A size 2 city is a bad example compared to size 8, especially with a production improvement. You dont need any tile imps on a size 2 city, thats what farmer specialists are for.
Depending on what your land looks like and how much time you have to improve it, you can do several different things, its not just a simple choice of improve the biggest cities first. What if you only have enough time to place mines around the bigger cities? The smaller cities are growing now, but if they dont have farms in the future they will slow growing when we are at war and cant afford more PW investment. Placing tile imps in CtP2 takes long term planning as part of a whole strategy.
I would say these are more important and difficult choices than CtP1, place tile imps only on tiles that are being worked, fisheries in shallow water, mines on mountains. Maximize growth at size 1, maximize production at size 2, rinse and repeat...
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Maquiladora
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quote: What could be implemented to make sure this doesn't become tedious after the 20th city, is allow the usage of 'governors' like in Civ3. |
But it wouldnt be civ if you werent controlling those things, besides that, the governers never do exactly what you want them to do.
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tyrantpimp
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I allways thought it would be cool if you could control governors from a central location. If we could tell them what we wanted them to do and not do it might work. For instance tell them to control citizen moods but not production. That way we could just make them concentrate on mining and cutting down trees instead of farming and fishing.
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Gilgamensch
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France
Jun 2002 time: 06:34
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wrong thread (will post it as well in the correct one:
One thing I would like to see fixed:
The build-list: You can only put objects in the queue or build-list, which you have researched or you have the prerequisists. IIRC in CTP, you were able to make one from scratch and keep it for the whole game.
Big MC's comment about the Governor reminded me of this little bit annoying problem.
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Maquiladora
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quote: The build-list: You can only put objects in the queue or build-list, which you have researched or you have the prerequisists. IIRC in CTP, you were able to make one from scratch and keep it for the whole game. |
You can do this with CtP2 too... using "create custome queue" in the build manager.
quote: The only thing I don’t like about Governors are that the always seam to make something you don’t want eg a war walker when you have all but conquered the world |
Yeah i had the same thing the first times i played CtP2, eventually i would start doing it all myself and put all my cities building Capitalization so i didnt have to deal with anything new. With or without governors i probably wouldve done that anyway.
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Gilgamensch
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France
Jun 2002 time: 06:34
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quote:
You can do this with CtP2 too... using "create custome queue" in the build manager.
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But you can't choose buildings you haven't explored or you didn't build the prerequisite for. So in the build-list, you can't select Silo (in German version) when you haven't build already Granary.
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Maquiladora
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Unless im not getting what you mean exactly...
Attachment: customqueue.jpg
This has been downloaded 44 time(s).
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Maquiladora
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I cant select the Food Silo until i have the Granary in the regular build list either, this is correct though. I can only make queues that last the whole game in the "create custom queue" window as above.
To be honest i never use the create custom queue because i often forget about a city if its not informing me its empty, but i do make short queues of around 5 things, mostly in new cities.
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