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polypheus
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United Nations of Earth
Jun 2001 time: 21:14
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In an earlier thread entitled Babarian Hostility=1/Cultural Density: The Solution to ICS, I explained how ICS is solved by making barbarians more hostile and more prone to attack your cities (with greater frequency and numbers) if your culture points is low relative to the number of cities you have. This makes it impossible to build too many cities and neglect development as the barbarian hordes will simply become too overwhelming at some point. I still believe this is a good model for defeating ICS and also encourages more even development and discourages over-expansion.
However, there is another model which is very simple and will also defeat ICS. In addition, it also solves many other problems as well.
This model is the "maximum number of shared tiles" model and it is a very simple model. Everytime you want to build a new city, it is allowed only if the the new city and all neighboring cities do not share more than a certain number of tiles once that new city is built.
Therefore the new city itself cannot share more than a certain number of tiles with its neighbors. Furthermore, the new city cannot cause the older, neighboring cities to share more than a certain number of tiles.
This will force cities to be more evenly spaced apart. The number of sharable tiles could be alterable in a txt file but should be determined by playtesting to see what works best. At the most extreme, zero sharable tiles would mean no overlap is allowed at all but I think a number like 8 would be good.
By forcing cities to be further apart, ICS is effectively dead because it is simply impossible to build too many cities if they are forced to be further apart than currently allowed. (In Civ2, the only limiting is that you cannot build a new city inside the borders of an existing city so this idea is really just an extension/improvement of that).
Last edited by polypheus on 11-07-2001 at 06:30
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polypheus
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United Nations of Earth
Jun 2001 time: 21:14
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quote: Originally posted by connorkimbro
i disagree with this.
i think you should be able to put a city wherever you want.
. . this idea, while limiting to ICS players, sure. . will also be unnecessarily limiting to the player, should he want to group cities close together for other reasons. |
Even in Civ2, you could not put a city wherever you wanted. You could not found a new city within the borders of a pre-existing city. My idea simply extends the Civ2 rule of not being allowed to found a city within another city's border a little bit further so that now you cannot found a city if it causes greater than a certain amount of overlap.
If the maximum overlap allowed per city was 8 tiles, you could still put cities fairly close together but just not too close, which is what ICSers do.
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Sabre2th
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I agree. This is not needed.
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Ralf
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Sweden
Mar 2000 time: 06:14
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quote: Originally posted by TechWins
Polypheus, I can't believe you didn't give credit to the creator of this idea, Ralf. It doesn't really matter much to me, it's just that you shouldn't claim an idea that you didn't come up with. |
No big deal. 
quote: I say good portion of people because Firaxis can't implement some option just so two Apolyton posters can use the option. They don't need to spend their time on some stupid option that nobdoy will use. Again, if it were to be used by people, I am all for an option. |
There are about 15-30 civers who regurlary posts replies in the Apolyton Civ-3 section. And perhaps yet another 30-100+ who occasionally posts replies. From this you draw conclusions what a future possible customer-base of 1-4 million+ customers is likely to appreciate, or not appreciate?
Many gamers have played Civ-2 "to the death" - meaning that the Civ-formula stands the very real risk of being a "vicime of its own success". The standard game, with its default rules/graphics, is only going last so long. This is why they must invest heavily in all kinds of scenario-, modpacks-, AI- and game Rules.txt tweak possibilities they can come up with.
quote: An example of this is that you could be stuck on an island which could only support two with no overlapping of cities at all. |
Techwins, if the player actively must choose the "No/limited overlaps" option (and by that understanding the consequences of this option), dont you think he is capable of adjusting his city-founding strategies accordingly?
quote: 2)Sometimes you need to place a city in a strategical spot for military reasons. An occurrence of city overlapping might arise from doing that.
3)It would take away from some realism. While not adding a fun factor to it. |
Ok, this option is not for you. So dont choose it. It is as simple as that.
quote: 4)I don't ICS and nobody I play MP against does either. |
Not everybody playes like you and your MP-buddies. Besides I want to have the option to enforce this rules on the AI-civs, in regular single-player games as well.
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TechWins
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Arizona
Apr 2001 time: 22:14
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quote: There are about 15-30 civers who regurlary posts replies in the Apolyton Civ-3 section. And perhaps yet another 30-100+ who occasionally posts replies. From this you draw conclusions what a future possible customer-base of 1-4 million+ customers is likely to appreciate, or not appreciate? |
What my point is that if the option is pointless and nobody will ever use it, the option should not be included. I'm not trying to intend in any way that nobody will use it, either. If people will use an option I think Firaxis should include it. I like to have a lot of options. Some of them I don't use but if other people use them then Firaxis should include it.
quote: Many gamers have played Civ-2 "to the death" - meaning that the Civ-formula stands the very real risk of being a "vicime of its own success". The standard game, with its default rules/graphics, is only going last so long. This is why they must invest heavily in all kinds of scenario-, modpacks-, AI- and game Rules.txt tweak possibilities they can come up with. |
Yeah, options are great as long as they're useful to some people.
quote: Techwins, if the player actively must choose the "No/limited overlaps" option (and by that understanding the consequences of this option), dont you think he is capable of adjusting his city-founding strategies accordingly? |
Of course, the player should understand the rules it's just that sometimes you could get stuck on an island (no overlapping cities rule is on) and no matter where you put your cities you could only get two cites on that island. When there is perfeclty good land available that you can't use because of the no overlapping cities rule.
quote: Ok, this option is not for you. So dont choose it. It is as simple as that.
Not everybody playes like you and your MP-buddies. Besides I want to have the option to enforce this rules on the AI-civs, in regular single-player games as well. |
I think you might have got the wrong intentions from my post. This option isn't for me that's why I won't use it. I'm not against having the option as long as it is beneficial to some people.
You're the one who says to state your opinion on something and list your reasons for it. So I followed those exact guidelines.
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tniem
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Hope College
Apr 2000 time: 00:14
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quote: Originally posted by Ralf
Many gamers have played Civ-2 "to the death" - meaning that the Civ-formula stands the very real risk of being a "vicime of its own success". The standard game, with its default rules/graphics, is only going last so long. This is why they must invest heavily in all kinds of scenario-, modpacks-, AI- and game Rules.txt tweak possibilities they can come up with.
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I think you mean victim of its own success. I can't agree more. It is a topic that I have posted on multiple times in a year or so here on this board, that my opinion is that Civ 2 wasn't that great because I had played the original so much.
I agree with Ralf, that Firaxis must implement at least some rule flexibility so that we can change things enough to keep them interesting. Otherwise for me, its going to get old fast.
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quote: Originally posted by polypheus
However, there is another model which is very simple and will also defeat ICS. In addition, it also solves many other problems as well.
This model is the "maximum number of shared tiles" model and it is a very simple model. Everytime you want to build a new city, it is allowed only if the the new city and all neighboring cities do not share more than a certain number of tiles once that new city is built.
This will force cities to be more evenly spaced apart. The number of sharable tiles could be alterable in a txt file but should be determined by playtesting to see what works best. At the most extreme, zero sharable tiles would mean no overlap is allowed at all but I think a number like 8 would be good. |
I never share tiles unless I have to stop another Civs from building on my territory.
If you want your cities spread out, then spread them out, no one is stopping you.
The cities are only 21 tiles. So that means you can have a city center every 5 tiles. Nothing is stopping anyone from making them 6, 7 or even 8 tiles apart.
What is going to slow thing down is the fact that you will need a city size 3 before you can build a settler and then that city rebuilt to size 2 before you can build a worker. The big question is how long to gain a population point? If it is 5 turns, maybe to fast, but if it is 10 to 20 turns, maybe to slow.
Have you guys done the math? At 5 turns per/pop point, it will take 15 turns before you can produce a settler. Plus 5 more turns to produce a worker. So 20 turns into the game you could now be building your 2nd city. But wait, you have not built any military protection, so here come anyone and bye bye city. I would use Civ 2 has a guide to how long it will take to build a warrior. Somewhere between 5 to 7 turns. So if you build 2 warriors, it will take between 10 to 14 turns (one to protect your city and one to explore) to build your warrior and if the city is at 3 pop points you can then start your first settler or worker. Civ 2 settler took between 10 to 20 turn in the early game to build. So it looks like 14 + 15/20 turns before you can build and then 5 more turns so the settler can build another city. Looks like around turn 39 before you build that new city. How many years per/turn that early in the game?
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Sabre2th
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I'm sure Firaxis has/will/is balanc(e/ing/ed) all of these out. Have a little faith in them.
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