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Maquiladora
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As i said id play another tournament as long as its teams of 2, because its more entertaining. Or even as long as its more than 2 players a game, doesnt have to be teams.
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Toni
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Count me in...........................
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EPW
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California, USA
Jan 2004 time: 21:33
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quote: Originally posted by Maquiladora
There will be pumping out of settlers, but the whole game wont be about that. In CtP1 the city caps are so high you dont even reach them most of the time, but that doesnt encourage building settlers non-stop in most of your cities. You need to let existing cities grow, to defend them, and to build public works and city improvements. All that takes more thought and timing than building 10-20 new cities at once after a government change, building ALL the same buildings in everyone of them at once, terraforming/improving them all in one large PW spending, that doesnt take much thought or timing.
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I've been playing CTP1 PBEM as you know and its all about pumping out settlers till you reach the limit. Its the least favorite part of CTP1 for me because I don't build any improvements until I've built my 40th settler. Yes I do have to build units for defence but no tile improvements are neccassary. There is stradegy in expanding in "jolts", from the preperation to do so (which can need a lot of planning espacially for facism). I also don't see why there would be a variety in building city improvements with no cap. I also don't see how there will be ANY timing nor much thought with no city limit. I mean, your just going to build settlers with a few units to defend the new cities. It would cause one of the problems that is in civ3 now (your favorite game I know ) of mass expansion until all the land is taken up in the game. As for PW, its not just one large PW spending, theres stradegy in that too. Either by saving up and sacrificing production until for the next expansion, or building buildings or units for defence, and replacing outdated tile improvements that were already built. There are a variety of stradegies for this. With out the city cap, new cities would probably just get their inner ring filled with farms and never be looked at again.
Of course I would be willing to try it, maybe your right. 
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Maquiladora
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quote: Originally posted by EPW
...but no tile improvements are neccassary. |
As i understood it, building mines on mountains early and working them at 2 pop to get a fast settler was a common strategy? 
quote: I also don't see why there would be a variety in building city improvements with no cap. |
I didnt mean a variety in choice of the types of buildings (although we should look into fixing that too), i meant because when you build 15 cities all at once, they all have the same build queue timing = little maintenance = boring.
quote: I also don't see how there will be ANY timing nor much thought with no city limit. I mean, your just going to build settlers with a few units to defend the new cities. [/qupte]
The extra thought comes with expanding at different rates, and choosing when to, instead of expanding in one big lump with a government city cap in place.
[quote] It would cause one of the problems that is in civ3 now (your favorite game I know ) of mass expansion until all the land is taken up in the game. |
Yeah this is one thing that came to my mind aswell. I just shrugged it off and called it more realistic than stopping for an invisible cap 
quote: As for PW, its not just one large PW spending, theres stradegy in that too. Either by saving up and sacrificing production until for the next expansion, or building buildings or units for defence, and replacing outdated tile improvements that were already built. There are a variety of stradegies for this. With out the city cap, new cities would probably just get their inner ring filled with farms and never be looked at again. |
Yeah OK there is some strategy to dealing with PW with a city cap, but its an awful lot easier and less choices have to be made when 20 of your cities are at one stage in development, and the other 15 are at another stage, really only a few choices need to be made, tile imp the younger ones, or keep building in cities.
As opposed to a no-cap system, where most cities would be at different stages of tile improvement and building development, which throws up more decisions.
Try a game with all governments set to a city cap of 1000. Ive been planning to playtest some other changes but dont have time yet.
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