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.

Whether it shall be a regular stereotype pattern or not is entirely up to the human map/scenario-builder. Most of the time he is forced to consider limiting coastlines, lakes, unhabitable mountains and such. Personally, I would have no problems at all pinpointing these locations so that the overal available land-area got efficently exploited and at the same time make it look nice and natural. 
You are playing a SCENARIO for crying out load. The very word "scenario" means scripted; guided; edited; prepared setup, or step-by-step example (compare with a movie-script). By the way; how many times have you ever replayed one and the same Civ-2 scenario? 10 times? 20 times? Most of us replays it only a few times (if good), then we downlad a new one. On the other hand; what about games like "Europa Universalis"? Isnt that game infact a huge scenario in itself? With fixed provinse- and nation-locations all over the map? Does this game automatically become boring just because the player knows all the important key-provinces after a couple of sessions? Well, many customers dont thinks so.
I think I have expained enough further up this reply/topic. And Snapcase, if you absolutely insist on hindering the AI-civs to expand - why not use the "reveal map" cheat-menu alternative? Then you can chase down unprotected newly founded AI-cities all over the place.
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