 |
|  |
 |
|
TheLimey
|
|
Its unclear at this stage, exactly how city growth is going to be formulated. What we do know, is that there won't be 'farmers farming squares', but a uniform farming instead. Dependent on how much control we have of growth, that may to some degree prohibit ICS in its current form.
However, all ICS really is, is a player using growth advantages of small cities pumping out settlers as fast as possible, which is especially useful, since small cities grow faster.
I don't want small cities to stop growing faster; otherwise, its pointless to build later on, but there has to be either a limiting factor or a cost limiting the growth at the ICS extremes, that ranges from difficult to impossible.
There is already an effective method in CtP1, that just needs to be toned up, and set for the map size, to prevent ICS already. You can set empire size limits and capital distance penalties. These both affect happiness, in the case of the empire size limit, all cities, and in the case of capital distance, each individual city having its own modifier.
They are set by government, so early government forms can't expand rampantly, without extreme happiness penalties causing production loss and ultimately rioting, which makes the cities an albatross rather than an asset, add to this captured cities adding to the total, and you can make your empire unstable with too rapid growth.
We have had discussion of this in this forum; by one of my posts More roots of evil and their solutions which was a follow on from a Civ3Suggestion topic. I do believe that the Wonders o' the world... the root of all evil? thread also ties into this interwoven balance problem.
Ultimately, we need to somehow balance the playing field, for the human and AI, to have a challenging, and hence stimulating and fun game. This isn't a problem for those content to beat up on the AI, and people at the other spectrum can set there own arbitrary rules, like the OCC challenge, which is fine in and of itself, but seems a ludicrous limitation to me.
[This message has been edited by TheLimey (edited August 20, 2000).]
|
|
|  |
 |
|  |
 |
|
TheLimey
|
|
I believe from what i've read that there isn't any such thing as the placement of workers any more... I thought that it was all being handled on an average production of the total usable squares times the city size... then again, I could be wrong too.
This might suck for ICS, since it doesn't penalize close cities, unless they've figured in some form of penalty for close cities.
|
|
|  |
 |
|
Gedrin
|
|
You know I'd love to see this:
Tiles are worked by empires, not cities.
In otherwords:
National borders are (I presume) based on city placement and populations. ALL tiles within that border are worked from 0 to 100%.
Here's how.
Sum up all food/prod/gold produced by ALL tiles in your borders. Place into 3 pools:
food * (# of Tiles)/(# of Workers) - (Max 100%)
prod * (# of Tiles)/(# of Workers) - (Max 100%)
gold * (# of Tiles)/(# of Workers) - (Max 100%)
Give each city
food * (# of Workers)/(Total # of workers)
prod * (# of Workers)/(Total # of workers)
gold doesn't matter. Even in CtpI gold is global.
They're already moving to where you can send food to other cities why not include production and just make it part of the whole.
Now some would say, yeah but there are some useless tiles and I have control over enough tiles to not work them at all. Ok says I... then just order the tiles and pluck tiles equal to the total # of workers off the top to be worked.
This would also make individual city placement FAR less important while not dimishing overall terrain importance. By this I mean a size 1 city could be placed in the middle of a huge ice field and grow as well as another size 1 city in your empire but it is still not contributing anything because the tiles that it adds to your national boundries suck! In addition a city placed entirely within a larger city's influence adds nothing but it's population to the pools and might at well be part of the larger city.
This seems a lot better IMO than a first come first served basis for worker placement and not to mention I believe it is more generic = less complex = less prone to exploitable bugs.
Gedrin
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:14. Apolyton Time is 00:14. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|