 |
|
Crouchback
|
|
quote: From the Gamespot preview
Culture determines national and city boundaries. For example, at the beginning of the game, your city radius will be only one square. As soon as your first city acquires 10 culture points, its radius will extend to two squares. Thereafter, as it attains higher and higher levels of culture, its radius will continue to expand.
|
I'm completely confused by culture now.
Does a city start off able to work its full 21 square radius, and is it just national borders that expand?
Or, does a city require culture to expand its workable squares? And can it do so beyond the 21 squares as in CTP2?
Why am I so concerned: ICS. Don't bother expanding cities just build new ones.
David
|
|
|  |
 |
|
Crouchback
|
|
quote: Originally posted by Faboba
Pop threshold of 8 anyone?
That would tie in with the aqueduct assuming they've not changed it |
Yeah, but 8 over the 21 squares not just the ring of 1 tile plus the city tile, which gives an ICS bonus when the city only needs 20 food to grow under 8.
David
|
|
|  |
 |
|
Grim Legacy
|
|
War Machine, Barbaric King, Relentless, Remorseless, Guiltless and Unclean!
Aug 2001 time: 06:15
|
|
No culture affects only the borders (territorial claim vs other civs) and also the harvesting of special resources. You'd need a colony otherwise + road.
The food and normal resources are always limited to and equally available on the old city radius.
|
|
|  |
 |
|
Gramphos
|
|
ACS Civ III Files Manager, Prince of Development
|
 |
Chalmers, Sweden
Apr 2001 time: 06:15
|
|
See this thread, it was where this discussion started (I believe)
Also see the following post by Dan (My boldtype)
quote: Originally posted by Dan Magaha FIRAXIS
The way it currently stands, your borders are separate from your "workable city tiles". The number of city tiles you can work does increase as your city grows, but it doesn't expand nearly as far as your city borders do. Even if your city has only the beginning 1-square (no) border, you can work the requisite number of surrounding squares. But until those squares actually fall within your borders, the enemy can come onto them and do what he pleases. Once you've got borders around those squares, you can tell the other players to get out (and in most cases, they listen).
As for colonies, the resources go to whoever builds a colony and connects it with a road first. Consequently, colonies become key while your borders are expanding, and if you leave them unguarded or weakly guarded, you will pay the price. Also, since colonies need to be connected to a city with roads, an enemy can destroy your roads and sever the connection to that resource.
This can be disastrous, especially when you're relying on goods to pacify unhappy citizens. I had a game going this week and the CPU destroyed my roads at a key juncture and sent four cities into revolt.
Dan
Firaxis Games, Inc. |

And this screen as well. The bottom image has 0 cp and only 1 size radius. (The white line marks the working area)
|
|
|  |
 |
|
Crouchback
|
|
Thanks for the post Gramphos, guess that about nails it. But I hesitate to think how a two stage city development will effect the game play in the early stages. Never did no good in CTP2, I know that.
David
|
|
|  |
 |
|
Grim Legacy
|
|
War Machine, Barbaric King, Relentless, Remorseless, Guiltless and Unclean!
Aug 2001 time: 06:15
|
|
Well from the quote ("not nearly as far") and from my faint memory of reading it somewhere I more or less assumed that the old number of tiles was going to be the max. But ok... this is maybe not for sure. Understood.
|
|
|  |
 |
|
albiedamned
|
|
Ellicott City, MD
Sep 2001 time: 00:15
|
|
I think this screenshot link from the Civ3 site might help:
http://www.civ3.com/images/screenshots/citymgmt2.jpg
In this picture, the city (Paris) is fairly large, yet can only work the traditional 20 square radius. However it has amassed over 3000 culture points, which means its borders have gone through 3 expansions (10, 100, 1000). So its borders should now be 4 squares away from the city. The borders aren't even visible in the screenshot, presumably because they have merged with the borders of the neighboring cities.
So I think that your city radius (that is, the workable tiles) starts out at just 8 squares, but expands to the traditional 20 squares when your city border grows to 2. And since that should happen fairly quickly (it only takes 10 culture points), then for most of the game your cities will have the traditional 20 square workable city radius. I doubt the city radius ever goes beyond 20, no matter how large the city borders get.
Of course, I could be wrong. . . we won't know for sure until we get our hands on the game!
|
|
|  |
 |
|
Ralf
|
 |
Sweden
Mar 2000 time: 06:15
|
|
quote: Originally posted by albiedamned
So I think that your city radius (that is, the workable tiles) starts out at just 8 squares, but expands to the traditional 20 squares when your city border grows to 2. |
I strongly suspect that the tile-accessibility from 8 to 20 working-tiles has more to do with the population threshold-size - not with expanding cultural borders. After all; its a question of having enough pops to employ for field-work - not if they are culturally educated enough, or not.
Last edited by Ralf on 20-10-2001 at 22:55
|
|
|  |
 |
|
albiedamned
|
|
Ellicott City, MD
Sep 2001 time: 00:15
|
|
There is no supply crawler, however there is the new concept of colonies. But unlike supply crawlers in SMAC, which could harvest any resource on any square, colonies are only to harvest a strategic or luxury resource and can only be built on the square containing that resource. Colonies can't give you any food, production, or gold, only strategic or luxury resources. At least, I think this is the case.
I agree that supply crawlers were an awesome feature in SMAC. Depending on which faction I played, they were often the center of my strategy. Supply crawlers basically made the OCC possible in SMAC. However there is no historical parallel for supply crawlers so I agree with not including them in Civ3. That was the advantage of SMAC - since they were making up a fictional future world, they could come up with whatever concepts they wanted to make the gameplay more interesting. There weren't restricted by the details of history.
|
|
|  |
 |
|
Dida
|
|
quote: Originally posted by albiedamned
I think this screenshot link from the Civ3 site might help:
http://www.civ3.com/images/screenshots/citymgmt2.jpg
In this picture, the city (Paris) is fairly large, yet can only work the traditional 20 square radius. However it has amassed over 3000 culture points, which means its borders have gone through 3 expansions (10, 100, 1000). So its borders should now be 4 squares away from the city. The borders aren't even visible in the screenshot, presumably because they have merged with the borders of the neighboring cities.
So I think that your city radius (that is, the workable tiles) starts out at just 8 squares, but expands to the traditional 20 squares when your city border grows to 2. And since that should happen fairly quickly (it only takes 10 culture points), then for most of the game your cities will have the traditional 20 square workable city radius. I doubt the city radius ever goes beyond 20, no matter how large the city borders get.
I like the idea that workable area expands as the city's pop increases.
Of course, I could be wrong. . . we won't know for sure until we get our hands on the game! |
|
|
|  |
 |
|  |
 |
|  |
All times are GMT. The time now is 05:15. Apolyton Time is 00:15. |
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
|
|
|
|
|
|