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The Andy-Man
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Tory Party of 'Poly
Jul 2001 time: 05:17
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Well, everyone knows the main gripes bout the AI 'ICS', but i have an idea (some may have seen me asking bout it in other forums) that may solve the AI expansion, and give colonies a use. And it should be easy to impliment.
Basically, restrict the sqaures that a settler can build a city on, so he can now only settle on grassland, plains and hills. All other terrain is unsettlerable (a new word!) unless it has been terraformed (forrests and jungles to grasland for example). also, other terrain dosnt produce food unless it has a resource on it (ie some Game).
This way, civs can only expand to the end of their greenland area, and civs with the misfortune to start on say tundra become a nomad race (so they settle much later and in effect become 'natives' for you to fight over). This then leaves all the resources in unsettlerable (my new word!) areas..... COLONIES!!!
With civs being grouped in ares with say 10 cities, they would ave to build colonies to get the new resources, thus making colonies important and worth building for the AI wont just stomp a city next to it. the colonies will also become vital and Civs may come to depend on them for the resources.
Of course, i also think that settlerable land should be editable in the editor.
This idea seems plausable and realistic to me (well, not totaly) because you very rarley see massive cities in the middle of the sahara, and it is also historicaly true that the nations that have advanced more swiftly were the ones that had plenty of grassland (ie Europe). It will also give more importance to terraforming.
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crewealex
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Sheffield
Nov 2001 time: 06:17
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Excellent idea. It would need some thought to implement properly but making restrictions on where you can build cities would bring a whole new dimension to the game.
I'm also impressed with the new vocabulary!
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The Andy-Man
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Tory Party of 'Poly
Jul 2001 time: 05:17
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well, that had occured to men, an i think i said it, these civs would just be like the native americans, alwasy seraching for a place to settle, when they get it they are wipped out. It would give a new aspect to the game for the real good player, to try and come out on top even though he has 2 underdeveloped cities for a lot of the game, and also add a new aspect to diplomacy, the little civ uses the big one to become stronger by being nice, or they get whipped out.
also, it may give importance to your small cities. so instead of churning out military like you have to in civ3, you would only have , say, 5 cities, all well developed plus alot of colonies. these cities would be super cities, with massive production, so it would be to hard tpo have 5 units per turn in the event of war.
the only problem is, that maybe to map designer thing that generates the map needs working on to make more grassland, otherwise, as stated by volcano head, you might get only 1 developed civ. maybe it will give mnap designers more to work on...
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Tarquelne
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Even in my arrogance I can work past my "rhetorical swagger" to agree with volcanohead. (That's heavy handed sarcasm based on comments in another thread, btw.) I like the idea, but I think the game would also have to be made to take more care in assigning starting positions, and _that_ might be difficult.
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The Andy-Man
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Tory Party of 'Poly
Jul 2001 time: 05:17
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well, the current version implemetation of is where i got the idea. firstly i thought, just have deserts, tundra, mountains and jungles produce no ffod, you could do this with the editor. but the AI will still buil;d there, and thus, still eat up your colonies.
as for hills, well i never suggested to take away its food bonus, but your right about the agriculture, thing just increase its food production (to say, 2 wheat, 4 once irrigated irrigated - or sumthin along those lines). this may also add more strategy - do i irrigate that hill or mine it for production?
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