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BigRich
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of the Trentan
May 2001 time: 05:20
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quote: Originally posted by JMarks
Ok, now that THAT issue is solved, another question comes to mind. Will one be able to have more than one town/city in a province, or will it be like EU where you only have one, at least in name. Just wondering, cause as an artist, I'd like to see diffenent villages within a province, and eventually mabey overlapping each other when you get a metropolis which covers the whole province. *snip*
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- that would be cool! 
Just a quick thought - how about allowing one major settlement in a Province, starting at Town level (see Societal Model - the original thread). Villages can be added to the Province as Province improvements are added. So if you build a barracks say, you get a Fortified Village. Add a market and you get a Market Hamlet.
All purely cosmetic of course and probably the build queue should still list them as Barracks, or Market to avoid confusion.
Rich.
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FrustratedPoet
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All Glory To The Hypnotoad!
Mar 2002 time: 05:20
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quote: Originally posted by fluffy
I can see one reason to have a land-locked country: you don't need to think about sea-based units.
This seems to be undermined slightly by lakes and major rivers - are these simply barriers between provinces, or are you planning units that can use these features? |
I think we're only going to have 'naval units' in an abstracted sense.
There was talk amongst us earlier about introducing a 'Harbour' improvement for the lake-bordering provinces that they could build to increase trade ... and I guess we could also allow them to quickly transport units to other provinces that border the lake.
Other than that, I don't think we really want to deal with naval units ... almost all games seem to handle it very badly, mostly because very few people really care about it ...
Naval units are only good for four things in TBS games:
1) Exploration - this is largely irrelevant for Candle'Bre ...
2) Transport - again, not a huge issue if the only body of water is a lake, but this could be included quite easily in an abstracted sense (a bit like the Caravans in HOMM4 if you've played it), there is no need for visible, movable units.
3) Trade - can be easily abstracted, both this and Transport would be good additions to the game IMHO.
4) Combat - well ... we could include this I suppose, but I really don't think the effort it would take it implement and balance would make it an efficient use of our time, since naval combat would be a very tiny part of the overall game experience. Best to leave it out for now IMHO.
(The rivers also come into play during Combat ... in a similar way to Civ3, if you attack a unit that is on the other side of a river to you, then the defenders receive a bonus)
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JMarks
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formerly known as the artist
Mar 2000 time: 05:20
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quote: Originally posted by BigRich
- that would be cool! 
Just a quick thought - how about allowing one major settlement in a Province, starting at Town level (see Societal Model - the original thread). Villages can be added to the Province as Province improvements are added. So if you build a barracks say, you get a Fortified Village. Add a market and you get a Market Hamlet.
All purely cosmetic of course and probably the build queue should still list them as Barracks, or Market to avoid confusion.
Rich. |
Hmmm, we could go for just aethetics, but then it wouldn't be as much fun. Or detailed. What I'm thinking is that there are two types of cities/villages. State sponsered, and peasant formed. All your starting villages will be the latter and they do their own thing. Of course you can come in and tell them what to do. The other is one founded by you yourself, usually for a government seat, or to take advantage of some resource that requires manufacturing. Anyway, what I'm getting at is there should be advantages of having different cities/villages in one's province. Otherwise you have a EU style, which is ok, but hey, go for the gusto. Farming communities (many, small, spread out) will help farming, same with forestry, and mining. But for commerce you'd want to have a large city. Am I making sense, or am I flailing again?
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fluffy
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Hitsville in UK
Jan 2001 time: 05:20
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quote: Originally posted by JMarks
What I'm thinking is that there are two types of cities/villages. State sponsered, and peasant formed. All your starting villages will be the latter and they do their own thing. Of course you can come in and tell them what to do. The other is one founded by you yourself, usually for a government seat, or to take advantage of some resource that requires manufacturing. Anyway, what I'm getting at is there should be advantages of having different cities/villages in one's province. Otherwise you have a EU style, which is ok, but hey, go for the gusto. Farming communities (many, small, spread out) will help farming, same with forestry, and mining. But for commerce you'd want to have a large city. |
If you want more settlement complexity than EU, you will need some type of 'zoom-in' view for each province, showing smaller areas of land, each potentially with a settlement. Perhaps the zoom graphics would have a grid format, looking like civ?
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Spaced Cowboy
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Dallas TX
Nov 2001 time: 23:20
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quote: Originally posted by JMarks
Hmmm, we could go for just aethetics, but then it wouldn't be as much fun. Or detailed. What I'm thinking is that there are two types of cities/villages. State sponsered, and peasant formed. All your starting villages will be the latter and they do their own thing. Of course you can come in and tell them what to do. The other is one founded by you yourself, usually for a government seat, or to take advantage of some resource that requires manufacturing. Anyway, what I'm getting at is there should be advantages of having different cities/villages in one's province. Otherwise you have a EU style, which is ok, but hey, go for the gusto. Farming communities (many, small, spread out) will help farming, same with forestry, and mining. But for commerce you'd want to have a large city. Am I making sense, or am I flailing again? |
I think that we were limiting it to one. For now territories are only one "square" Until we figure out how that will work differently, (like LOTR), then we are stuck with one city per. I would say that it is a map limitation at the moment.
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cyclotron7
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Drowning in Schnitzel
Jan 2001 time: 21:20
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Well, I'm glad my map was deciphered... As stated, I am not an artist, and my maps were simply an attempt to aid the artists by putting Vel's province descriptions together with his political map. Feel free to do whatever you want with the map... I just put two of Vel's components together. It is simply a guide.
GP: The lake is the lowest point in Candle'bre, and is the basin of the entire region's watershed. All rivers lead towards it. The lake itself is presumed to drain by evaporation, although it is possible the lake also drains into the caverns supposedly created by the cataclysm's uplift...
Essentially, the water system of Candle'bre has two cycles. Although most clouds lose their moisture on the outside of the mountains, some rain does make it into the Candle'Bre basin from over the mountains. This is especially true of the west, where the mountains are not so high as those of the cataclysmic ranges. Thus, the first cycle is atmospheric: rain evaporates from the lake and rivers, and combined with rain from over the mountains, falls back down upon the land and drains to the lake. The other cycle is the underground cycle; water drains from the lake to the caverns below, and a small amount of this is returned through surface springs.
In general, the atmospheric cycle gains water, and the underground loses it... so our world is in balance.
I would love for naval units to be a part of Candle'Bre, but not quite yet.
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