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  • #16
    Originally posted by Rasputin
    For instance, the spare food in each city is not jsut a measure of fodo, but is a game abstract for that citys ability to be able to grow, meaning it includes food, jobs etc in that abstraction.

    And we have starvation in game once food dries up and citys go down in size.
    I don't buy that. Yes, you're right that we have to interpret it that way for the old games. But our computers are bigger and better now, and game design has matured. We can find better things to base a city's growth potential on than how many irrigated grasslands it has. Like how much commerce it generates, for example. People don't move in droves to Nebraska because it has good farms. They move in droves to New York because that's where the money is.

    "Starvation" in Civ currently is almost a nonissue. The game automatically fixes it by removing a pop point. Problem solved. When food suppplies get low, everyone gets less food... but the population doesn't simply readjust in a matter of a year or two.

    I strongly support making population growth rely on something besides food, then the player has to supply food to make sure that the people are happy and working.

    As for the city number versus population, again for ease of clarity on map the citys have to have a pop number for cuty size as in size 5 , but as people say when you open the civ window you see popualtion real size.

    All i would ask is that the range of pop versus city numbers be boradened so that a city size 5 might have between 100,000- 200,000 then a size 6 200,000-500,000 or some such range
    Again... we've outgrown that. City size on the map can simply be represented by a graphical size. Like it is now, except with more than four visual sizes.

    We can do entirely without pop points. Let's just have 151,354 citizens, instead.

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    • #17
      Fosse, but if Western nations would stop sending food aid to Ethiopia, the population would stop growing due to starvation and might well decline, so food does act as a cap even in that situation. But I agree that lack of food, should cause unhappinness first and starvation only later.

      I envision having something like this:

      Birth Rate: Depends (negatively) on the Level of Culture (represents values), Wealth and is limited by food production. Surpluss food can be exported.
      2) Death Rate: Depends on Sanitation/Health, Wealth and Technology Level
      3) Migration Rate: Depends on distance, connectedness (is there a road between the two cities), differences in the standard of living (wealth, health, etc.) and culture (you are more likely to get immigrants from the same culture). Each city can only have 3 incoming or outgoing migration routes (think Civ II style trade routes) for the sake of keeping the complexity managable.


      As to getting rid of population points and using real population numbers (e.g. 568,954 citizens), I am not opposed to the idea, but how would that work? This single change would force a major redesign of almost everything.
      Rome rules

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      • #18
        Originally posted by Fosse


        I don't buy that. Yes, you're right that we have to interpret it that way for the old games. But our computers are bigger and better now, and game design has matured. We can find better things to base a city's growth potential on than how many irrigated grasslands it has. Like how much commerce it generates, for example. People don't move in droves to Nebraska because it has good farms. They move in droves to New York because that's where the money is.
        Um . . . tell that to the millions of Americans who DID migrate to western regions such as Nebraska, Iowa, Oregon, and so forth.
        A lot of Republicans are not racist, but a lot of racists are Republican.

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        • #19
          Originally posted by MrFun


          Um . . . tell that to the millions of Americans who DID migrate to western regions such as Nebraska, Iowa, Oregon, and so forth.
          And were outnumberd thousands to one by people moving to metropolitan areas.

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          • #20
            Originally posted by Fosse


            I don't buy that. Yes, you're right that we have to interpret it that way for the old games. But our computers are bigger and better now, and game design has matured.
            Unfotuantly most compuiters havent grown that much, the aqverage user is still on older machines.. Many have complaine dhow slow Civ3 was due to lack of processing speed, so adding more number crunching isnt the best answer, we dont want to force all civ4 buyers to but latest computer to keep up. yes by time civ 4 come sout computers will be bettter anyway, so may not be an issue, but never assume all palyers are playing oin your type of machine.
            We can find better things to base a city's growth potential on than how many irrigated grasslands it has. Like how much commerce it generates, for example. People don't move in droves to Nebraska because it has good farms. They move in droves to New York because that's where the money is.
            this is true for modern era, in ancient times , people would flock to where the food was, perhaps we need to just add other things to city growth. such as your suggestion of commerce. but even new york has slum areas of peo[ple attracted there but cant get work. so impovements ar eencessary, but i think maybe start ancient era with food a spriority and then as we approch modern times maybe more based on income.
            "Starvation" in Civ currently is almost a nonissue. The game automatically fixes it by removing a pop point. Problem solved. When food suppplies get low, everyone gets less food... but the population doesn't simply readjust in a matter of a year or two.
            again this is an abstract thing, mainly casued by fact ancient turns are 100s of years not 2 yeears, so in hudnreds of years , yes city would correct it self to lose pop and fix it self.

            Again... we've outgrown that. City size on the map can simply be represented by a graphical size. Like it is now, except with more than four visual sizes.
            this would mean having to rember what grphic represented which size, i prefer having the number, casue i wouldnt want the city population on main map , but just as a item in city popup window... or on end of game dispaly for large citys list.
            GM of MAFIA #40 ,#41, #43, #45,#47,#49-#51,#53-#58,#61,#68,#70, #71

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            • #21
              Originally posted by Fosse


              And were outnumberd thousands to one by people moving to metropolitan areas.
              But you said that those people who did migrate west did not do so for good farms.


              But that was one of the several reasons those people migrated -- for good land that could be used for farming, but once they arrived in the arid parts of the West, they would be sorely disappointed.

              On the other hand, land east of this arid region was definitely fertile, good farmland.
              A lot of Republicans are not racist, but a lot of racists are Republican.

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              • #22
                Rasputin: "... but i think maybe start ancient era with food as priority and then as we approch modern times maybe more based on income."
                Great idea! A change like that sounds best (to me heh), even if it were implemented using a method of discrimination other/more detailed than the ancient times vs modern times options.

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                • #23
                  Culture bomb, say hello to your new friend, migration bomb.

                  Would love to send my population to a neighboring city to try to take over. Very cool. Cool, I should add, as long as I don't get any cannibals or Ithkuhls migrating to my city

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                  • #24
                    Originally posted by MrFun


                    But you said that those people who did migrate west did not do so for good farms.


                    But that was one of the several reasons those people migrated -- for good land that could be used for farming, but once they arrived in the arid parts of the West, they would be sorely disappointed.

                    On the other hand, land east of this arid region was definitely fertile, good farmland.

                    Very true. You have me there.

                    Well... what if we look at arable land in addition to commercial potential. Clearly throghout history both have been important. Agriculture can be weighted to have more imoprtance in determining migration in the early game, and industry and commerce more in the late game. Like Rasputin suggests.

                    I like that.

                    and MrFun, thanks for keeping me honest!

                    And Rasputin, regarding computers.

                    I'm trying to bear in mind two things: 1) the game won't come out until 2006 and there is a good chance we'll have all upgraded once or twice by then (though I am poor...), 2) Civ games typically have a long shelf life, so I (personally) am willing to stick to smaller maps sizes for a year or two until I can upgrade, if my computer isn't up to snuff when Civ 4 is released... just like I've done with Civ 3.

                    And sometimes I just plain ignore what I think is possible in computer terms, concentrating more on what I would like, what seems like good design to me, and what I think others would like. I'll let Firaxis decide what techinical limitations they have.

                    Comment


                    • #25
                      Originally posted by Fosse


                      Very true. You have me there.

                      Well... what if we look at arable land in addition to commercial potential. Clearly throghout history both have been important. Agriculture can be weighted to have more imoprtance in determining migration in the early game, and industry and commerce more in the late game. Like Rasputin suggests.

                      I like that.

                      and MrFun, thanks for keeping me honest!
                      Always a pleasure to discuss these new ideas -- even if they might not ever be implemented.
                      A lot of Republicans are not racist, but a lot of racists are Republican.

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