Forgive the incomprehensible headline - I explain it all below.
This is an old idea of mine, but described in a different way then before - and since so many are newcomers here at Apolyton, I have decided to take another shot at it. If you already read about it before - bear with me, or read another topic. Its one of my favourite ideas.
Lets compare the human-created scenario- or standalone map with a couple of square-meters of sandy desert. OK, here and there you might find small spiders waiting at the bottom of funnel-shaped sandtraps. And whenever a bug wanders too close, it easily and helplessly slides down to the hungry spider.
Now - wouldnt it be nice if the map-creator, besides editing contintental shapes, terrain-type allocation, and (if creating a scenario-map) established cities, terrain-improvements, like roads and so on - ALSO had the free optional ability to pinpoint ideal potential AI-expansion city-locations all over the map?
Below the graphical surface its all about numbers, you see. And by placing these invisible AI-settler specific "sandtraps", the map-creater is given some influence how he wants the AI-settlers to allocate its new cities, as well. Once the AI-settler had "fallen down" in such a trap (and by that establish a new city), the invisible trap-mechanism is nullified, of course. Also, once these "sandtraps" are within culture-borders, they only work for AI-settlers belonging to that Civ.
The scenario/standalone map-creator can freely choose if the AI-settler should follow its own calculations only, or if they should only found cities on pre-edited spots. If he chooses the latter alternative, he must carefully have the whole map dotted with these AI-settler only "sandtraps".
The reason why want to have this option added, is because the settlers/colony-units in Civ-2/SMAC did a rather ineffective & sloppy job of exploting the available land-area properly. At least in order to compete successfully with my own particulary playingstyle.
Also, it would be a godsend to all us pedantic perfectionist-players. Read Stefu's topic Pillage! Pillage! Pillage!, and you see why this feature is needed.
This is an old idea of mine, but described in a different way then before - and since so many are newcomers here at Apolyton, I have decided to take another shot at it. If you already read about it before - bear with me, or read another topic. Its one of my favourite ideas.
Lets compare the human-created scenario- or standalone map with a couple of square-meters of sandy desert. OK, here and there you might find small spiders waiting at the bottom of funnel-shaped sandtraps. And whenever a bug wanders too close, it easily and helplessly slides down to the hungry spider.
Now - wouldnt it be nice if the map-creator, besides editing contintental shapes, terrain-type allocation, and (if creating a scenario-map) established cities, terrain-improvements, like roads and so on - ALSO had the free optional ability to pinpoint ideal potential AI-expansion city-locations all over the map?
Below the graphical surface its all about numbers, you see. And by placing these invisible AI-settler specific "sandtraps", the map-creater is given some influence how he wants the AI-settlers to allocate its new cities, as well. Once the AI-settler had "fallen down" in such a trap (and by that establish a new city), the invisible trap-mechanism is nullified, of course. Also, once these "sandtraps" are within culture-borders, they only work for AI-settlers belonging to that Civ.
The scenario/standalone map-creator can freely choose if the AI-settler should follow its own calculations only, or if they should only found cities on pre-edited spots. If he chooses the latter alternative, he must carefully have the whole map dotted with these AI-settler only "sandtraps".
The reason why want to have this option added, is because the settlers/colony-units in Civ-2/SMAC did a rather ineffective & sloppy job of exploting the available land-area properly. At least in order to compete successfully with my own particulary playingstyle.
Also, it would be a godsend to all us pedantic perfectionist-players. Read Stefu's topic Pillage! Pillage! Pillage!, and you see why this feature is needed.
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