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:) Smiley is offline :) Smiley
Emperor
USCA, Berkeley
Feb 2001
time: 21:16
  Old Post 10-03-2005 23:28 Visit :) Smiley's homepage!
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One idea I have... is there a way for city styles to not be all changed simultaneously with the acquisition of a technology, but to reflect the improvements built?

Also, what are the current trigger technologies?

CapTVK is offline CapTVK
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  Old Post 10-03-2005 23:50 Visit CapTVK's homepage!
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You mean that switching city style is dependent on the type of city improvements build (e.a building factory)? At the moment city styles are changed by techs researched, but a trigger is a trigger. Perhaps other triggers could be used as well.


Currently the rulesets are set up in the same way as in Civ2. A certain key tech will trigger your city style. (see below).

P.S
The standard triggers right now are: "University", "Railroad", "Automobile" and "Superconductors"


code:
[parameters] add_to_size_limit = 8 ; cities >= this cannot be added to. ; ; City styles define the way cities are drawn ; ; graphic = group of tiles to use, see cities spec for ; more info on city tiles ; citizens_graphic = group of citizens tiles to use, see citizens/small ; spec for more info on citizens tiles ; tech = technology required for style to be used ; replaced_by = which style replaced this one [citystyle_european] name = _("European") graphic = "city.european" graphic_alt = "-" citizens_graphic = "ancient" citizens_graphic_alt = "generic" tech = "None" replaced_by = "Renaissance" [citystyle_classical] name = _("Classical") graphic = "city.classical" graphic_alt = "-" citizens_graphic = "ancient" citizens_graphic_alt = "generic" tech = "None" replaced_by = "Renaissance" [citystyle_tropical] name = _("Tropical") graphic = "city.tropical" graphic_alt = "city.european" citizens_graphic = "ancient" citizens_graphic_alt = "generic" tech = "None" replaced_by = "Renaissance" [citystyle_asian] name = _("Asian") graphic = "city.asian" graphic_alt = "city.classical" citizens_graphic = "ancient" citizens_graphic_alt = "generic" tech = "None" replaced_by = "Renaissance" [citystyle_renaissance] name = _("Renaissance") graphic = "city.industrial" graphic_alt = "-" citizens_graphic = "renaissance" citizens_graphic_alt = "generic" tech = "University" replaced_by = "Industrial" [citystyle_industrial] name = _("Industrial") graphic = "city.industrial" graphic_alt = "-" citizens_graphic = "industrial" citizens_graphic_alt = "generic" tech = "Railroad" replaced_by = "Modern" [citystyle_modern] name = _("Modern") graphic = "city.modern" graphic_alt = "-" citizens_graphic = "modern" citizens_graphic_alt = "generic" tech = "Automobile" replaced_by = "PostModern" [citystyle_postmodern] name = _("PostModern") graphic = "city.postmodern" graphic_alt = "-" citizens_graphic = "postmodern" citizens_graphic_alt = "generic" tech = "Superconductors" replaced_by = "-"

Last edited by CapTVK on 10-03-2005 at 23:59

jdorje is offline jdorje
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Nov 2002
time: 00:16
  Old Post 11-03-2005 00:08
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quote:
Originally posted by CapTVK
You mean that switching city style is dependent on the type of city improvements build (e.a building factory)? At the moment city styles are changed by techs researched, but a trigger is a trigger. Perhaps other triggers could be used as well.


It wouldn't be hard at all to have requirements other than techs for the city styles, so long as the advancement of city styles is still linear (you only choose your style at the beginning, never later).

CapTVK is offline CapTVK
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  Old Post 11-03-2005 00:25 Visit CapTVK's homepage!
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quote:
Originally posted by jdorje


It wouldn't be hard at all to have requirements other than techs for the city styles, so long as the advancement of city styles is still linear (you only choose your style at the beginning, never later).


Hi Jdorje, glad you could drop by


That could mean a city would only change style (e.a from renaissiance to industrial) only when you have invented railroad and build a factory in that city?

CapTVK is offline CapTVK
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  Old Post 11-03-2005 02:50 Visit CapTVK's homepage!
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Well Smiley's is making daily updates so I guess I should show some as well. Here's the current progress on the alt deco cities.

A curious choice for post-modern? Well...The future is retro

Attachment: captvk-plus-altdeco4.png
This has been downloaded 76 time(s).

:) Smiley is offline :) Smiley
Emperor
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Feb 2001
time: 21:16
  Old Post 11-03-2005 03:33 Visit :) Smiley's homepage!
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Nice!

The "Art Deco" set was based on the retro-futures from 1920s and 1930s science fiction.

:) Smiley is offline :) Smiley
Emperor
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  Old Post 13-03-2005 04:16 Visit :) Smiley's homepage!
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5th city size, "Zhujiang City", an amalgamation of Hong Kong and Guangzhou.

I'm going to go back and do a new city for the third size, as it doesn't fit in with the other four.

Attachment: info5_zhujiangcity.gif
This has been downloaded 70 time(s).

Yog-Sothoth is offline Yog-Sothoth
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Trondheim, Norway
Sep 2000
time: 06:16
  Old Post 13-03-2005 18:57 Visit Yog-Sothoth's homepage!
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quote:
Originally posted by Smiley
5th city size, "Zhujiang City", an amalgamation of Hong Kong and Guangzhou.

I'm going to go back and do a new city for the third size, as it doesn't fit in with the other four.


Looks very good. I've tried them out in-game and it's always a downer when I research the tech that makes these obsolete and the city gfx are swithed to the old version of "post modern"

Now that this one is complete, we have two completed iso sets:
- Modern
- Tropical

These are the ones currently in the tileset lacking iso-gfx.
- European
- Industrial
- Post modern
- Classical
- Asian

There are of course possible to add additional ones also.

EDIT:
New screenshot with smileys excellent cities. This screenshot also show the new "city info bar". It still need some work (layering, etc), but I think it shows promise.

You can turn on/off parts of it in-game, and the size of the text, text color etc can be defined in the tileset.

It's used for other civs cities also, but without the bottom part (production, city growth). The small stars indicate the number of units that occupy the city.

Last edited by Yog-Sothoth on 14-03-2005 at 16:27

CapTVK is offline CapTVK
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  Old Post 15-03-2005 01:46 Visit CapTVK's homepage!
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I finally managed to upgrade Smiley's original "Alt Deco" city style to 96x72. This took me longer I thought. "The style is mostly rectangular and straight lines, how hard can it be?" . I tried to keep as close to the orginal but in the end I just had to improvise.

Attachment: captvk-plus-altdeco2.png
This has been downloaded 48 time(s).

Last edited by CapTVK on 15-03-2005 at 02:53

CapTVK is offline CapTVK
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  Old Post 15-03-2005 02:43 Visit CapTVK's homepage!
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YS, Smiley

That is looking pretty good !

Attachment: work_in_progress7-2.png
This has been downloaded 44 time(s).

curtsibling is offline curtsibling
King
of the Kill!
May 2002
time: 05:16
  Old Post 15-03-2005 04:30 Visit curtsibling's homepage!
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Looking damn good!

The city report boxes can be slimmed down in terms of info, though?

Yog-Sothoth is offline Yog-Sothoth
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  Old Post 15-03-2005 04:42 Visit Yog-Sothoth's homepage!
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quote:
Originally posted by curtsibling
Looking damn good!

The city report boxes can be slimmed down in terms of info, though?



Yes, you can turn on/off the different parts of it (you can even turn off all of it if you so desire).

It's still under development, and it will most likely be trimmed down a bit in size yet, and moved up so it will slightly overlap the city tile instead of covering so much of the tile below.

There will probably be a "compressed" version of it also which would be much more compact.

:) Smiley is offline :) Smiley
Emperor
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Feb 2001
time: 21:16
  Old Post 15-03-2005 12:09 Visit :) Smiley's homepage!
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TVK-

the Deco tiles look good, especially at the larger size- they were rather cluttered at 64x48.

I like how you made the 2nd city size by meshing the 1st and the 3rd. Is the 5 city sizes hardcoded into Freeciv or is there potential to add more?

CapTVK is offline CapTVK
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  Old Post 15-03-2005 12:34 Visit CapTVK's homepage!
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quote:
Originally posted by Smiley
TVK-

the Deco tiles look good, especially at the larger size- they were rather cluttered at 64x48.

I like how you made the 2nd city size by meshing the 1st and the 3rd. Is the 5 city sizes hardcoded into Freeciv or is there potential to add more?


Well, I think I may overdone the size 5 just a bit. There's barely room for the flag. Although the "citybar" may prove a solution for that.

You can add more than 5 city sizes, the current limit is set to 8.

Eivind IV is offline Eivind IV
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History will be kind to me for I intend to write it.
Aug 2002
time: 06:16
  Old Post 15-03-2005 15:15 Visit Eivind IV's homepage!
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quote:
Originally posted by curtsibling
Looking damn good!


Looking fantastic, actually!

:) Smiley is offline :) Smiley
Emperor
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Feb 2001
time: 21:16
  Old Post 16-03-2005 11:22 Visit :) Smiley's homepage!
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The new 3rd size city, Ciudad Latinoamericano.

Attachment: info3_ciudadlatinoamericano.gif
This has been downloaded 19 time(s).

:) Smiley is offline :) Smiley
Emperor
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time: 21:16
  Old Post 16-03-2005 11:44 Visit :) Smiley's homepage!
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And here's all of them.

Next stop: the 21st century.

Attachment: infoage.gif
This has been downloaded 19 time(s).

jim panse is offline jim panse
King
Anvilvania
Oct 2002
time: 06:16
  Old Post 16-03-2005 12:18
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Simply W-O-N-D-E-R-F-U-L, Smiley Keep up that fantastic work

And btw, thank you for your already done work

:) Smiley is offline :) Smiley
Emperor
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Feb 2001
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  Old Post 16-03-2005 13:23 Visit :) Smiley's homepage!
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Here are some of the real world buildings that the city tiles are based from. As you can see, buildings were chosen for their iconographic value.

Waltown

Typical Walmart, suburban and rural U.S.A. (1990s)
Hated across the US yet still immensely profitable. The essence of Infinite City Sleaze.


Typical late 20th century Southwest U.S.A. suburb. (1990s)
Due to their romaticized domestic image, these are better recieved by most, but they occupy much larger spaces in endless sprawl.


Plastic Valley

Silicon Valley office park, California (1980s)
Office boxes for people, parking boxes for cars, factory boxes for machines- the home of cubicle culture.


Ciudad Latinoamericano

United Nations Bldg. New York (1953)
The architect of this building, Oscar Niemeyer, was from Brazil.


Copan Apartment Building, Sao Paolo, Brazil (1957)
Another Niemeyer highrise, and one of the earliest examples of Modernism.


PEMEX Tower, Mexico City (1984)
Until recently, Mexico City's tallest building.


Umejuku

Shinjuku Sumitomo Bldg., Tokyo (1974)
Shinjuku Mitsui Bldg., Tokyo (1974)
Two of a series of huge boxes erected by Japanese conglomerates in the days of phenomenal growth before the oil crunch.


NEC Supertower, Tokyo (1990)
An early example of the new type of high tech Late Modernist Japanese skyscraper.


Umeda Sky Building, Osaka, Japan (1993)
An Osaka landmark and another very high tech building.


Zhujiang City

China Int'l Trust & Investment Corp. (CITIC) Bldg., Guangzhou, China (1997)
The very image of technocracy.


Hongkong & Shanghai Bank, Hong Kong (1985)
One of the world's most expensive and high tech buildings.


Typical Hong Kong apartment estate (1990s to present)
Literally hundreds of these dot the hills of Hong Kong, often in large clusters called "new towns".

 
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