Cities can sprawl? What does that mean? That they 'occupy' more then one tile when their populations grow, or that the graphics spill over to adjacent tiles?

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List Last Updated: June 24, 05
1. Interface graphics change according to Era.
2. Settlers cannot uncover the map.
3. Gather Resources RTS style. (not real-time gathering).
4. Technologies are split into Inventions and Discoveries.
5. 9 terrain types (land).
6. Each terrain has their own set of forests, hills and mountains.
7. Cities can sprawl.
8. Tiles are diamond, at size 256x128. (double the size of Civ 2 and Civ 3).
9. Beaches and Cliffs for coastal areas.
10. Harbours/Ports are built on cliff/beach tiles, provided there is a city adjacent. Ships are built at Ports not at Cities.
11. Certain Wonders are built outside the city.
12. Figures are not rounded up to the nearest 100, 1000, etc. So you can have a population of: 42,031,203.
13. Population growth is not effected by how much food you gather.
14. Game starts at 10,000 B.C.
15. Newspaper is back.
16. Can enter a "World War" when all Civilizations are at war for a certain number of turns. During this time, production, science will increase, but others will decrease and depression/anger will set in.
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Last edited by Sn00py; June 24, 2005 at 11:50.
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Cities can sprawl? What does that mean? That they 'occupy' more then one tile when their populations grow, or that the graphics spill over to adjacent tiles?

The city graphic will spill over to the adjacent tiles.
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could you explain the RTS manner of rescource gathering?...are there 'minable' areas were workers move to then work and then move back or something?
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Originally posted by DeathByTheSword
could you explain the RTS manner of rescource gathering?...are there 'minable' areas were workers move to then work and then move back or something?
No, no need for workers to gather resources.
A city can start gathering resources from just a few tiles away, regardless of mine or road.
However if you connect a road, you will gather resources faster (or actually, you will recieve more of that resource per turn).
The same thing will happen if you build a mine. Mining is not available until later down the track however.
So, if you can read between my lines, you can see that a city gathers resources and stockpiles them in the city.
By the way, no figures in the game whether it be population, resource amount, etc, are not rounded to the nearest, 100, or 1,000 ...
Figures have realistic numbers, so you could have 51,037,303 people.
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cool stockpiling...so for example to build a barrack you would need certain amount of rescources AND time...do i get it now?
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Originally posted by DeathByTheSword
cool stockpiling...so for example to build a barrack you would need certain amount of rescources AND time...do i get it now?
correct![]()
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Certain Wonders built outside a city... does this mean that this tile's resources can't be gathered anymore? Or are those certain Wonders itself then a sort of unique 'improvement' on the tile?
And the game starting at 10.000 BC? I gather that players literally start from zip knowledge, safe for the exception of hunting/gathering?
Is this starting date fixed?
Do you know what the starting units will be?2. Settlers cannot uncover the map.
Will a scout be one of your starting units?
What types of maps will be available?8. Tiles are diamond, at size 256x128. (double the size of Civ 2 and Civ 3).

So, I guess this will be true for units too. How will building units work? Will the player be able to choose how many people are in an army?Originally posted by Sn00py
By the way, no figures in the game whether it be population, resource amount, etc, are not rounded to the nearest, 100, or 1,000 ...
Figures have realistic numbers, so you could have 51,037,303 people.
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Originally posted by GeoModder
Certain Wonders built outside a city... does this mean that this tile's resources can't be gathered anymore? Or are those certain Wonders itself then a sort of unique 'improvement' on the tile?
And the game starting at 10.000 BC? I gather that players literally start from zip knowledge, safe for the exception of hunting/gathering?
Is this starting date fixed?
The outside wonders are like a terrain improvement.
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Yes, you decide how many men you want in an army, however, this depends on how many people you have in your city.Originally posted by The diplomat
So, I guess this will be true for units too. How will building units work? Will the player be able to choose how many people are in an army?
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Random Maps and Earth maps.Originally posted by aoerana
What types of maps will be available?
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Originally posted by Sn00py
3. Gather Resources RTS style. (not real-time gathering).
4. Technologies are split into Inventions and Discoveries.
Interesting. A tentative
5. 9 terrain types (land).
Why finalize that now?
6. Each terrain has their own set of forests, hills and mountains.
So forests, hills, and mountains are overlays?
7. Cities can sprawl.
Not new like 4, but still a tentative
8. Tiles are diamond, at size 256x128. (double the size of Civ 2 and Civ 3).
We can zoom so they're the same, right?
9. Beaches and Cliffs for coastal areas.
10. Harbours/Ports are built on cliff/beach tiles, provided there is a city adjacent. Ships are built at Ports not at Cities.
Do they have a direct effect on the city adjacent?
11. Certain Wonders are built outside the city.
Do you get the effect if you occupy the tile?
12. Figures are not rounded up to the nearest 100, 1000, etc. So you can have a population of: 42,031,203.
IIRC C3 does this too. Seems a bit meaningless either way, unless the population number has a direct gameplay effect.

Adding additional terrain types would multiply the time and effort it took to just get 9 terrains in and it just gets worse the more you add.
The terrain list:
Dry Grassland
Lush Grassland (like in the U.K.)
Plains
Tundra
Arctic
Sandy Desert (Sahara)
Dry Desert (Afghanistan)
Open Swamp (swampy areas that are not humid/have no forests)
Dense Swamp (Amazon)
Yes, forests, hills and mountains are overlays.
Zooming is in.
Harbours have a direct effect with the adjacent city.
Population numbers does effect how you play the game. But we also wanted to make things more realistic with the numbers.
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about the harbors...you obviously need them to build ships...will this be the same for land and air units...needing certain improvements to build them (for the land units atleast the more advance units because you do need a free buildable unit from the start of course)
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Welcome to the DBTSverse!
God, Allah, boedha, siva, the stars, tealeaves and the palm of you hand. If you are so desperately looking for something to believe in GO FIND A MIRROR
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For certain units there maybe a city improvement requirement for armies.
But most will just require the resource.
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Early combat units should require barracks, stables, archery range, etc, then when u get tanks, etc then tank factorys should be needed.
Also with planes, air bases would be needed.
P.S I'm the programmer on this little venture.
You don't have direct control over discoveries, they are split into sections and you gain discoveries by how you play the game, so the more combat you engage in the more combat related discoveries you will get.
Inventions are some thing u invent, so like the wheel is an invention.

Hi jimmyh.
Airbases eh?
Will ports and airbases then take up a tile as well like some Wonders seem to do?
I'm starting to wonder here about the balance for enough resource-producing tiles and tiles used for these industrial 'specials'.

Resources in Hum are more abundant than what you would be used to in Civilization.
Ports take up a coastal tile; airbases we have not come to yet.
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what effects it then? and what does food gathering effect?13. Population growth is not effected by how much food you gather.
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Population grows no matter what.
If you don't have enough food to feed the population, the death rate is higher, so you lose more population each turn than you gain.

Will demographics play a role in population growth (or lack thereof?)
Like people growing older with better health care, or less offspring be born in modern times as is happening in ie. Europe?
Yay, information
Sounds great, will there be a beta test for this game some day when you're closer to finishing the game?![]()
This space is empty... or is it?

Sn00py, jimmyh: Are you the whole of the team, or do you have other colleagues working on the project as well?
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Starts at 10,000 BC?![]()
(that should give me plenty of time to flee Atlantis)
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At the moment yes, we are the only two; rest assured though we are incredibly fast.Originally posted by Spiffor
Sn00py, jimmyh: Are you the whole of the team, or do you have other colleagues working on the project as well?
In the future we have another programmer lined up to handle the AI. This will free Jimmy up to handle other work.
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The death rate will be less when you get better health, but i don;t think the birth rate will change over time.Originally posted by GeoModder
Will demographics play a role in population growth (or lack thereof?)
Like people growing older with better health care, or less offspring be born in modern times as is happening in ie. Europe?

Jim! Birth Rate is effected by the status of the city remember?
We haven't gone into great detail with that yet, but if after a great war for example, birth rate will be higher than normal.
While I am on it, there is a new feature we are adding; When all civilizations are at war, the newspaper (yes we are bringing the newspaper back) will pop up saying "World War 1 has begun". During a World War, production, science, will be higher, but depression, anger, etc will also be higher.
A WW can end for a few reasons, but I won't go into that yet as we have not sorted that out yet.
If all Civ's go into war again, WW2 will begin; so you can have many WW's in one game.
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