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Sir Og
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Lurking in Stara Zagora, Bulgaria
Jun 2001 time: 07:14
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Here is what baffles me:
Someone from Firaxis said that the city radius is not influenced by culture and it stays the same from the founding of a city till the end of the game but in the resource tutorial on Firaxis' website they say that the special resources need to be within your borders (including those that are within city radius) in order to harvest them.
This means that the workers of a city would be able to work a certain tile from the city radius (and get the normal resources) from the founding of a city but then won't be able to get the special resources until the culture of the city increases.
I fail to see the logic.
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Sir Og
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Lurking in Stara Zagora, Bulgaria
Jun 2001 time: 07:14
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quote: Originally posted by Ralf
Its important that newly founded 1-pop cities doesnt get a free cultural border, the size of the 21-square city-areas, right from the word GO. That would greatly decrease the the importance of building cultural city-improvements early on. It would work inflationary on the whole culture border concept. Also; the same erratically instant border-boxing phenomenon, ala SMAC, would reincarnate itself once again in Civ-3. I say: No thanks. |
I am not saying that 1-pop cityes should have instant 21-square cultural border. I just think that the rules that apply for special resources should apply for the normal resources and vice versa.
And I think that setting the same rules for both special and normal resources can't harm gameplay if it is done in a proper way.
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Ralf
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Sweden
Mar 2000 time: 06:14
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quote: Originally posted by Sir Og
I am not saying that 1-pop cityes should have instant 21-square cultural border. I just think that the rules that apply for special resources should apply for the normal resources and vice versa. |
But that would lead to the exact same thing, Sir Og.
A big part of the "expanding borders from nothing" -idea, is also that city-improvements now must be emphasized early on, instead of just massive amounts of settlers and/or combat-units. Civ-2 was a great game, but it have two severe early-game flaws built-in to it, allowing two complementary destructive playingstyles:
A: The hopelessly inadequate 1-pop subraction for each Civ-2 multi-function settler, which allowed the misuse of ICS-ing settlers all over the place.
B: No pressure in building city-improvements early on, thus allowing "counquer-the-world before 1 AD" players to build unrealistically huge quantities of ancient combat-units. (and then rant about the "crappy AI", that didnt counteracted this boring unimaginative playingstyle, by using the exact same inflationary game-strategy more effectively, itself).
Both the early ICS-players and the early IUS-players (Infinite Unit Sprawl) represented two sides of on and the same ugly gameplay-destructive coin.
If Civ-players would be allowed to exploit special resources automatically within 21-squares, without bothering with city-improvement expanding their culture-borders first (or building colony-founding workers), there would be a big temptation in exploiting such design-flaw by building floodwaves of ancient combat-units instead. Especially, since the speed of foreign city-founding expansion is much slower in Civ-3.
The "expanding borders from nothing" concept, is an important cornerstone, in order to counteract the latter problem, thus also making the gameplay much more realistic as an added bonus.
Last edited by Ralf on 22-06-2001 at 14:55
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Also if you have a port city in Africa and a port city in Europe and a colony in Africa connected by road to the port city, you can used the resource back in Europe again as long your empire is connected by roads to the port city. Also in modern time all you need is a airport in each continent connected by roads to a resource colony.
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When you start your city, the city will only control the first eight tiles surrounding your city. As the city grows, it will expand to 21 tiles. Any resources found in this 21 tile area is yours as long it is conneted by a road. A wheat icon will add two additionional food items. A wheat icon both outside and inside of your city boundary needs to be connected to your cities by roads. All resources that are located inside of your empire do not need a colony. They only need road connection to your cities. I would guess even thought so one from Firaxis has said yes that a wheat icon outside your empire would be the same as other resources. Just build a colony connects the colony by road to your cities and the wheat will be your. Again provide military support to your colony and road network.
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Ralf
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Sweden
Mar 2000 time: 06:14
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quote: Originally posted by joseph1944
When you start your city, the city will only control the first eight tiles surrounding your city. As the city grows, it will expand to 21 tiles. |
Are you really sure about this? From where have you got this info? Officially from Firaxis? From a game-magazine preview? Im not saying that your wrong - Im just curious. As I understand it; you can choose to harvest any of the 20 surrounding city-area tiles, directly from start, with your newly fonded 1-pop city. Just as you could both in Civ-2 & SMAC. The 21-square food/ shield/ trade area does NOT expand. Only the culture-border expands.
quote: Any resources found in this 21 tile area is yours as long it is conneted by a road. |
Any special resource/luxury, yes.
Ordinary food/shield/trade-outputs dont need road-connection. Ordinary tile-outputs can benefit from a road (just as in Civ-2/SMAC), but roads are not strictly needed.
Last edited by Ralf on 23-06-2001 at 22:18
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