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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:20
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Yep, that pretty much sums it up.
Pollution=Health (particularly negative health).
Corruption=City Maintainance.
Rioting=Citizen no longer works (Lost Hammers/Food/Commerce).
I actually haven't heard any of the game designers say that they are removing maintainance costs for individual improvements though!
Yours,
Aussie_Lurker.
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Roman
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Bratislava, Slovakia
Sep 2000 time: 05:20
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quote: Originally posted by Jaybe
Maintenance is not going the way of the dodo.* Instead, corruption is manifested as increased maintenance (and courthouse decreases maintenance). Instead of rioting, unhappy people just don't do squat -- they refuse to contribute to the common good (or evil )
* Ref: Civ 4 preview at 1UP.COM
Also, CFC discussion - New 1UP Preview & Movie |
Interesting - I very much like the idea of city maintenance as a replacement for corruption/waste - this sounds like a great system. Unhappy people simply not contributing instead of rioting is also good.
That said, there is no indication in the previews you linked (which I have now read) that maintenance of city improvements has remained in the game - instead, there seems to be a new concept of city maintenance replacing corruption. This, of course, does not act as a deterrent to building all buildings in every city as original maintenance concepts did... unless, of course, this original building maintenance is built into the new city maintenance concept. This is something I would not assume to be the case, though, as Firaxis has stated in the past that they are removing maintenance. They could have changed their minds, I suppose, but we won't know until they say so.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:20
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Well, I think that City Maintainance and individual City (and tile) improvement maintainance should be in the game together. The latter would be good to stop people from building every improvement for every city (which would be in line with their claims that cities will become much more specialised in Civ4).
Yours,
Aussie_Lurker.
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MattPilot
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Tulsa, OK
Dec 2003 time: 05:20
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What i'd like to see, in regards to the buildings/improvements, is to only have limited slots available. Knights of Honor has a system like that.. you gotta plan what you build in what city and what you expect each city to accomplish.
I'm going to name a relative low number now (just for example, so don't freak out ). Lets say 8 - one for each tile around the city radius (cities with more land tiles could support more buildings)
So i'm in the ancient age and i start out building walls, temple, barracks, collosseum (sp?), market, library, harbor, etc.... I quickly fill up all slots and advance through the ages, and i have more buildings available to build, but no available slots. So all one can do is destroy improvements he no longer needs. Not every city needs barracks - not every city needs walls. Now some improvements should be upgradeable - like temple to cathedral/church, or market to bank.
Anyhow - the main point is, if we have a limited amount of building slots, we will be forced to specialize and make some tough decisions. I like how "Knights of Honor" does it - very good game.
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MattPilot
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Tulsa, OK
Dec 2003 time: 05:20
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GeoModder - the idea that slots available is tied to tiles available was just a secondary thought, which would give the player an extra level of management as to where the optimal city placement is.
The main point is that there should be only certain amount of slots available (either variable as discussed above, or fixed for all cities) to build city improvements.
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Roman
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Bratislava, Slovakia
Sep 2000 time: 05:20
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quote: Originally posted by Xorbon
I know. I was agreeing with you in the first place. And I did notice you put 'unfun' in quotation marks. That's why I used double-quotes.  |
Hehe, yes, I was not sure whether you are agreeing with me consciously or misinterpreting my post - hence I felt the need to clarify.
quote: And, yes, the 'whack-a-mole' pollution is very unfun (notice the lack of quotes ).[/qupte]
It is indeed.
[quote]And as for corruption, the only thing I didn't like about it was the severity. Once Civ 3 Conquests came along, there were enough ways of dealing with corruption that I didn't mind it anymore. |
I was neutral on corruption/waste. Unlike pollution, it was at least a balancing mechanism, but it could get annoying in large civilizations, especially those trying to colonize a new, faraway continent on the largest of maps. That said, the new city maintenance concept does appear to be better than corruption, so it will probably make a good replacement.
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sophist
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quote: Originally posted by The_Aussie_Lurker
Hmmm, perhaps if you made it based on population in some way-rather than tiles. For instance, a size 1 city might only be able to build 2-or 3-city improvements, wheras a size 5 city might be able to build 10 or 11 city improvements. Another idea might be that an unhappy citizen reduces the number of slots available for building or-if you have already reached your limit-one of your buildings becomes non-functional until you make that citizen content-to sort of increase the impact of the idle, unhappy worker effect (they not only won't work at the mine, they won't work at the factory either !)
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This idea has potential. I definitely think you're on the right track. What worries me is the degree to which this reduces the player's options. It may be foolish to put a temple, a cathedral, a library, a university, a marketplace, a bank, and a stock exchange in a city of size 2, but if you're willing to pay all that maintenance for such meager benefit, well, the game shouldn't keep you from being stupid.
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MattPilot
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Tulsa, OK
Dec 2003 time: 05:20
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You could also make population = amount of building slots available. Got 10 pop? Built 10 buildings.
So what if population becomes less than # of buildings? Just add an effect - either simply deactivating its effects, or someting more complex that affects the hapiness of the citizens - whatever. Or it has no effect at all - you just can't build until the pop is back up.
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sophist
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quote: Originally posted by Straybow
Rather than limiting the number of buildings, just make it possible for the larger city to have an advantage over the smaller city. |
Which it does, in that a Library is a multiplier of the science rate, so a city with 10 base science derives less benefit than a city of 20 base science. Done and done.
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Sir Og
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Lurking in Stara Zagora, Bulgaria
Jun 2001 time: 07:20
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The building slots idea is a somewhat simplyfied (and maybe better) version of my idea to implement something similar to employment. Emplyment would effect growth, happines and efficiency of city improvements.
I think it is not a good idea to limit the number of buildings in any way. If you are going to implement a limit however it should be a combination of both human(population) and natural (tiles) recources.
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sophist
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quote: Originally posted by Straybow
Who says in Civ4 the primary power of city improvements will be multipliers?
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Nothing, except that's the way it was done in Civ1, Civ2, and Civ3.
quote: Originally posted by Straybow
If in Civ2 (under Rep/Dem or celebrating Mon) I build a city and quickly set up 3 trade routes with large cities I can be running 20+ trade arrows. Since most tiles return only 2 arrows, that's the equivalent of a size 10 city without trade routes.
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That's a flaw, not a feature. You shouldn't have to micromanage the creation of trade routes. And Nowheresville shouldn't be able to have 20+ trade just a couple of turns after its founding. What are those other cities doing trading so much with a little pipsqueak town that has no people, no industry, no resources, and no heritage?
quote: Originally posted by Straybow
Since I hope Civ4 will reintroduce trade to remove most of the suckiness of Civ3 it makes a big difference. If they don't, there is a significant chance I won't buy Civ4 either. I want Civ, not a slowly evolving wargame. |
On this I agree. Trade should be essential to the game, rather than an add-on. That's why I favor a more pervasive, fundamental model rather than something that's tacked on by moving little pictures of camels around.
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