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AzNtoccata is offline AzNtoccata
Chieftain
San Diego, CA
Jan 2001
time: 21:12
Post  Old Post 14-01-2001 11:03
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Completely new idea for city management Support Apolyton, buy GURPS/ Alpha Centauri

While it would be realistic, I don't know whether it'll make the game boring or not. I think that you should "zone" houses, factories, farms etc which slowly build over time. Houses house people (duh!) farms produce food then fill houses with people (more duh!). Terrain is still important because if you build farms on grassland, it'll produce more than on a mountain. For building stuff in a city, I think you should be able to build more than 1 stuff and then assign people and resources to the different projects. Governments play an important role in this cause while a Republic might be more free (scientific advancement), you can't "force" as many people to work on government projects than say...communism. I think this is a great idea and solves many problems that people don't like. Feedback?

AzNtoccata is offline AzNtoccata
Chieftain
San Diego, CA
Jan 2001
time: 21:12
Post  Old Post 14-01-2001 11:13
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Lose 30 kilos (of popups)

All right, I thought of some basic city buildings down (not improvements)

Houses: Houses population, basically functions as aqueduct sorta thing

Farms: do food, basically feeds and expandes population

Factories: actually putting the people into government work (you can only assign some factories to do work for you, others are private. Has to do with the government prob I mentioned earlier). Basically the blender that mixes resources from mines and people from houses into the good 'ol shields that can go into various projects

Mines: Collects resources and sent to factory

Marketplace: collects "trade". I know it sounds weird but marketplace collects the trade both from the terrain and from toher cities

Bank (money center? whatever?): converts trade into $$$. Basically limits how much of trade you can turn into hard cash

Reserearch center: same as bank cept for beakers

Theatre: same as bank cept for goblets

As you research stuff, you upgrade (should be automatic to save trouble, but occurs over time) building to be more effective. such as improving simple marketplaces to the modern commercial skyscrapers we know and love and from simple mud huts to the apartment buildings.
These are the basics, maybe add barracks to limit how much units you can build or something but I think i got basics down

AzNtoccata is offline AzNtoccata
Chieftain
San Diego, CA
Jan 2001
time: 21:12
Post  Old Post 14-01-2001 11:33
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Remove this text

I'll organize my thoughts into one huge organized essay later. Sorry for messiness, but when you get great ideas, get them down before you forget =).

AzNtoccata is offline AzNtoccata
Chieftain
San Diego, CA
Jan 2001
time: 21:12
Post  Old Post 14-01-2001 11:44
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I think that this is the greatest idea so far from city management. Earlier posts only complain about things but don't try and solve it.

oh btw: my idea creates diversity in the types of building you build in each square. If you cluster all your homes in 1 tile and the enemy comes along and occupies it, suddenly your factories don't have any more workers. I support the refugee idea propsed earlier. When large number of people are displaced by destruction of houses, refugees are created.

DarkCloud is offline DarkCloud
Civ3 Stories Editor
of Lists
Jul 2000
time: 05:12
Post  Old Post 16-01-2001 04:53 Visit DarkCloud<br><img src=/forums/images/staff-icon.gif>'s homepage!
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AzN, abou the city management zoning, good idea and more like real life.
Each zoning would cost money on the city screen; this would make better
use for the city screen.
You would zone for
a: Homes (Luxury, Medial, Cheapo)
b: Stores (Large, Small)
c: Industry (Heavy, Medial, Light)

Zoning is a perfect new idea- good work AzNtoccata!

Urban Ranger is offline Urban Ranger
Apolyton Duke of Off-Topic

Donate to the Red Cross
The City State of Noosphere, CPA special envoy
May 1999
time: 13:12
Post  Old Post 16-01-2001 09:19
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Not sure if that should be implemented. If we need to manage each of the cities like SimCity it would be a micromanagement nightmare!

bagdar is offline bagdar
Warlord
Turkey
Jan 2001
time: 07:12
Post  Old Post 17-01-2001 02:41
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quote:

Originally posted by Urban Ranger on 01-15-2001 11:19 PM
If we need to manage each of the cities like SimCity it would be a micromanagement nightmare!


I agree, with Civ you can't go that far as to planning where the houses go! Besides, a city improvement called "house" just doesn't sound right. No multiple sim-cities.

Brent is offline Brent
Prince

Dec 2000
time: 21:12
Post  Old Post 17-01-2001 03:15
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Well I do think that at least you should be able to build more than one of the same improvement in one city, which I thought you meant at first, but you also should be able to build more than one thing at a time.

Sirotnikov is offline Sirotnikov
King
<--- Yes, It's a "kitty" in a boot.
Feb 2000
time: 07:12
Post  Old Post 17-01-2001 03:38
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Put an end to popups!

Zoning doen't have to require one to actually have a little city map and mark squares!

You can simply adjust a slider that would mark how much goes into building residential, how much into industri and how much into stores.

This is important since you can then specialize cities!

I think this should be added to every city screen.

Brent is offline Brent
Prince

Dec 2000
time: 21:12
Post  Old Post 17-01-2001 03:50
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Got spare money?

It's a nice thought, but too simple compared to what we're used to.

tniem is offline tniem
King
Hope College
Apr 2000
time: 00:12
Post  Old Post 17-01-2001 06:36
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quote:

Originally posted by Sirotnikov on 01-16-2001 05:38 PM
You can simply adjust a slider that would mark how much goes into building residential, how much into industri and how much into stores.

This is important since you can then specialize cities!

I think this should be added to every city screen.


Always like an idea that uses sliders.

But to Civ mixed with SimCity - Firaxis wouldn't dare...

Diablo, Bro. of Mephisto is offline Diablo, Bro. of Mephisto
Prince
Salt Lake City, USA
Oct 2000
time: 05:12
Post  Old Post 19-01-2001 05:38
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Not to be rude or anything, but this WAS talked about a while back, but good idea to bring it up again.

I like the idea of 'zoning' buildings. Maybe you could put different buildings in different areas, for example:

government area: 1. capital building. 2. government building. these two would be different, the latter would be the main offices, the civs memory home (a bunch of memory stuff to keep the spirit alive, it would include historical stuff that that civ did), your 'throne room' would be here too. the government building would have the House of Representatives and senate chambers (if playing with a democracy or republic), the high council chambers, etc.

residential areas: 1. houses. 2. parks, recreation centers, etc. the latter would (of course) house the people. the parks and such would be the stuff that kept the people happy.

then there would also be a 'military' compound area, and a bussiness area.

MrFun is offline MrFun
King
of Iowa
Nov 2000
time: 23:12
Post  Old Post 19-01-2001 06:36 Visit MrFun's homepage!
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#13 Report this post to a moderator
Got spare money?

Sounds like some of you want to add more and more complexity to the game and thus taking away the fun of the game.

That is my opinion, anyways.

tniem is offline tniem
King
Hope College
Apr 2000
time: 00:12
Post  Old Post 21-01-2001 02:05
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quote:

Originally posted by MrFun on 01-18-2001 08:36 PM
Sounds like some of you want to add more and more complexity to the game and thus taking away the fun of the game.

That is my opinion, anyways.


Never understand why complexity detracts from the fun.

I personally do not want to have to zone my cities or tell them how to grow, but if Firaxis were to do it in a responsible way then it might be fun.

Brent is offline Brent
Prince

Dec 2000
time: 21:12
Post  Old Post 21-01-2001 12:01
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probably for the same reason that nobody likes games to be challenging, eh?

Yog-Sothoth is offline Yog-Sothoth
Prince
Trondheim, Norway
Sep 2000
time: 06:12
Post  Old Post 21-01-2001 17:10 Visit Yog-Sothoth's homepage!
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quote:

Originally posted by Brent on 01-21-2001 02:01 AM
probably for the same reason that nobody likes games to be challenging, eh?


I want my civ game to be challenging, but I want it to challenge my intellect by f.e. having great AI, not challenge my patience by making me play mini-Sim City on every city in my civ game.

Diablo, Bro. of Mephisto is offline Diablo, Bro. of Mephisto
Prince
Salt Lake City, USA
Oct 2000
time: 05:12
Post  Old Post 25-01-2001 06:19
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You are right, I dont want to be playing Sim-city either. Although you do have to admit, there is pride with you seeing a city YOU built that is absolutely humungous, and awesome.

Grumbold is offline Grumbold
Emperor
London, UK
Mar 2000
time: 05:12
Post  Old Post 25-01-2001 16:55
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Micromanaging every city would indeed be a nightmare but I would quite like this idea if it was done for your capital only. How you designed it could reflect on general happiness, efficiency, education, military, crime and pollution modifiers for your empire as a whole. The only drawback is that anything which increases the length of a turn is going to make Multiplayer less playable at the expense of 1 player / PBEM.

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