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Thread: City Radius and Influence question

  1. #1
    Ekmek
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    City Radius and Influence question

    When I did a brief play test I saw that the cities have a white dash radius and then my influence radius is rather HUGE. what file can I modify this, I'd prefer that my influence match my city radius and grow as my cities grow.
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  2. #2
    Martin Gühmann
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    Just to make sure you want that your national borders grow with your city radii? That's actual a stupid idea, this way you can't connect your cities or you have to space your cities very close together. The national border radius should be found in const.txt.

    -Martin
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    HuangShang
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    have to agree w/ Martin, otherwise someone cannot build roads or keep the war front from hitting home (forts and the like, i think they only can be built in own terr.

    city size should never reach the national border anyway if you play with pollution

  4. #4
    Mirimunchkin
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    I also agree with Martin.

    Regarding HS's comment though, I always play with Pollution 'On' and always manage to push the City Influence out to the National Border.

    BTW HS, Fortifications can be built on any Land Tile visible to your units and not in another empire's territory. If you have obtained the Globe Sat Wonder that means anywhere on the map. Get your timing right ad you can launch a sea assault by landing on a Fortification (and with an Airfield already under construction).

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    Maquiladora
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    The Global Satellite should be taken from the game, its pretty much over after someone builds it, I use it to build forts everywhere for more land coverage to then build obelisks, its the only way you can do it and win the science victory with only 10 cities (perhaps less) on a giga map.

    Anyway I dont think this is such a bad idea E, we havent heard exactly why you want to do it, but it would be interesting to play, youd certainly use more forts. I use like 1 or 2 maximum forts in a normal game right now.
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    Ekmek
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    Wow, never had this much anger tossed at me since I changed the standrad Ctp2 improvements in my tilefile (I've added them back and in the process of making my imps extra stuff now bytheway)

    As for what and why. First I don't like that on world maps I plop down Washington DC and already own all of the US. Its even worse if I try to play a game where I try to colonize the Americas as another power. Three cities and you almost have the continent. Now I could play on bigger maps, but most of the ones we have now are good size. It also allows for Europe to be crowded with stronger cities (with enhanced imps).

    The growing radius goes with the city and I also intend to limit growth only to a radius of two so you have to spend time building a developed nation instead of stretching across the globe fast.


    The other thing is that the AI builds more aggressive nations that have a better supporting distance between cities making conquest a longer harder slog (but I'm still testing that).

    As for fort and global sat. I don't plan to remove it but instead make roads able to be built outside of your territory and right now forts still can, but I may remove that to avoid a globesat cheat and force players to build forts along major road ways.

    I figure using roads to expand and connect the empire is more in line with a lot of expansion (although forst were used lot too)

    this is all an experiment though....
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  7. #7
    Ekmek
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    TP
    Last edited by Ekmek; March 6, 2005 at 15:48.
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  8. #8
    Ekmek
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    DP
    Last edited by Ekmek; March 6, 2005 at 15:48.
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    Maquiladora
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    Anger

    I agree with what youre saying though, sounds like a good idea on specific maps. What you described though is all about scale, particularly on a real-life map, so what may be good on the world map may be too small national borders on a very focused map of the eastern front.

    Im not sure about the idea of only a radius of 2, kinda takes a big part of the game away, and reminds me of civ3 just expanding once. For that to work youd probably have to slow growth like in civ and so lower eventual city sizes, so each radius becomes slowly better to work, and like you said tile imps cost a lot more but give a hell of a lot more bonus.

    I like the idea of slowing growth in general anyway. CtP2 cities grow far too big and fast, growth is 99% of the builder strategy because its easy to pull away from the competition if you dedicate to growth or fall behind if you dont.
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  10. #10
    HuangShang
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    wow E, your TP came before your DP, thats sotight

    the explination sounds alot better. so your saying instead of dispersing cities to rush for more land, they dont really grow in width and the border makes it so you have to get alot of cities that are only 2 radius and then the wars will get all WW2 style, right?
    but...how about up to 3?

    anyone else thinking World at War?

  11. #11
    Ekmek
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    yeah WW2-ish and it throws up some decisions, instead of huge land grabs with cities you only get a little so you eventually have to make decisions like build more cities? build imps? or build more units? buildings? wonders? generally I saw ctp2 with big radii letting make a few settlers than you develop a little and then build an army. its not so linear anymore.


    I also changed Land tiles except desert, grass, plains, and glacier
    to mountain. And the settle can only settle land. two reasons: it makes city/empire building tougher (you tend to have more "wilderness" to deal with) and wheeled units like tanks shouldnt go through forest and swamps.

    my initia testing went well and the computer seemed to handle it.
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