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  • #16
    Originally posted by Henrik
    Imperialism I and II both use Provinces, in those games cities are just centers of production inside Provinces which may or may not be taken advantage of...
    But wasn't the way Imperialism played on the level where all production, trade, and stuff all went to the capital city. That way it didn't really matter how many provinces you had, just the resources and pop that you were controlling in your capital? I may be wrong, but I think that was how it worked.

    What is being suggested here is entirely differnet. A civ type city style with a degree of control by grouping some of your cities into provinces. By doing this you would have to do less tweaking in each individual city and instead control a pool of cities from one screen. Each city would then behave what would be best for the enitre province.
    About 24,000 people die every day from hunger or hunger-related causes. With a simple click daily at the Hunger Site you can provide food for those who need it.

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    • #17
      I'm looking forward to finding out how cities do co-operate in Civ3. Civ 2 had the abusable trade unit to allow many cities to work on large projects. With the camel retired back to the desert there needs to be an alternative mechanism that is not abusable in the same way.
      To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection.
      H.Poincaré

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      • #18
        Re: scale makes for provinces not citys

        Originally posted by Rasputin
        i always paly my civ 2 games as if each city is aprovince not a city. the scale of the map usually means this is more realsitic, if you play european map , you cnat fit all the real citys found in europe on map. in fact you probably would olny have room for each nation such as one city for germany one city for france etc...

        Makes no diff to game but just makes it seem more real to me....
        Yeah I thought that way too.

        Still, you could devise a not-too-intrusive concept of states or colonies (comprising several civ-cities), perhaps only under certain forms of government. It might add some spice, but it's more a 'dress-up' kind of thing than a real game fundamental.

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        • #19
          Sounds good to me Osweld, here's to hoping that someone makes a mod along these lines.
          http://monkspider.blogspot.com/

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          • #20
            There must be some unique functions to "provinces" if the concept is to be implemented. For example, if we make the unit of production the province instead of cities, it then makes sense. Another reason might be this. Some hexes in a province are populated and this fact is indicated by "village" markers. The production of these villages go to the province. Then it would make sense to have these administrative regions. However that would entail radical changes to the existing production model which you probably won't see until at least the next sequel.
            (\__/) 07/07/1937 - Never forget
            (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
            (")_(") "Starting the fire from within."

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            • #21
              Originally posted by Urban Ranger
              There must be some unique functions to "provinces" if the concept is to be implemented. For example, if we make the unit of production the province instead of cities, it then makes sense. Another reason might be this. Some hexes in a province are populated and this fact is indicated by "village" markers. The production of these villages go to the province. Then it would make sense to have these administrative regions. However that would entail radical changes to the existing production model which you probably won't see until at least the next sequel.
              No no no!! I don't want to make such drastic changes to the game, all I am asking for is a very minor thing, that wouldn't require changing any of the fundementals of the game.

              I don't see why you think it has to be some major game altering feature to be implemented. I mean, we aren't still using civ1 graphics, are we? and heck, they even spent a considerable amount of work solely on the leader animations.
              Rethink Refuse Reduce Reuse

              Do It Ourselves

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              • #22
                Though without such major changes there's hardly any point in adding another level of administrative regions.

                Automations can be handled better with a well designed city screen and the use of master queues.
                (\__/) 07/07/1937 - Never forget
                (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
                (")_(") "Starting the fire from within."

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                • #23
                  I like the idea of provinces, because I always thought it would be nice to have local administrators or provincial governors to assign there, whereas you'd have to choose from a pool of people to place there --some incompetent, some talented. I think it would have added a really nice dynamic to the game. After all, domestic politics make up such a huge portion of any empire managing.
                  Of the Holy Roman Empire, this was once said:
                  "It is neither holy or roman, nor is it an empire."

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                  • #24
                    I like the idea of provinces, because I always thought it would be nice to have local administrators or provincial governors to assign there, whereas you'd have to choose from a pool of people to place there --some incompetent, some talented. I think it would have added a really nice dynamic to the game. After all, domestic politics make up such a huge portion of any empire managing.
                    That's how it will work in Master of Orion 3, Jason.

                    You should take a look at it. Provided that it turns out well, MOO3 is looking like it will be the next step in strategy games. They are trying alot of new things with it, and are going to bring the genre to a new level.... if it turns out well .


                    Though without such major changes there's hardly any point in adding another level of administrative regions.

                    Automations can be handled better with a well designed city screen and the use of master queues.
                    Yes, and what I am asking for is an ability to manage an entire region of cities in the same fashion you'd manage a single city, it'd make empires with 50+ cities much more manageable.

                    at the very least, I hope they have a manageable and easy to use city advisor screen, which will allow you to start construction and whatnot with out going to the city.
                    Rethink Refuse Reduce Reuse

                    Do It Ourselves

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