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  • Getting Rid of ICS - No free centre square

    I'm starting a new thread for a topic that sprung up


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    I think that you can always beat just about any turn based strategy game with a rush strategy.

    The one thing that I really wish CivIII had done that I can't think of how to do myself with the editor is getting rid of that square worked for free in all new cities.

    If they did away with this then I think that would really kill ICS once and for all, as it would be more worthwile to expand an existing city than it would to found new ones.

    Right now you are often far better off with 3 size 3 cities than with one size 9 city.

    Austin


    Originally posted by PerpetualNewbie
    Get rid of the central tile? Wow. Unless you start with some bonus food resource, that city is dead. If the best tile you had was grassland, you sit at pop 1 until you change from Despotism, which would be sometime in the 1900s, I'm guessing. If you start on plains or desert, you are dead in a turn. Or were you planning on boosting the production of your other tiles in response?
    I was thinking of making some of the bonus things like wheat and cows a little more common. Early urbanization was a LOT more difficult historically than it ever is in this game. The effect that I'm going for is that in the very beggining you have a lot fewer sites that make for good cities, so in the early game you cannot simply spew settler diarheea all over the place and ICS your way to victory.

    This puts the emphasis more on having fewer cities in the early game and developing them better. It also actually makes colonies a hell of a lot more usefull and relevant to the game.

    And yes restricting despotism in that fashion was deliberate. The big land grab part of the game should be at the end of the middle ages, not in 1800 B.C.

    And if your civilization doesn't advance itself technologically, it SHOULD remain stuck at a low level (see historical American Indians among others).

    There should be large swaths of land that are'nt useable right away, but that start opening up for colonization mid game once your society is advanced enough.

    Austin

  • #2
    bleh. civ without ICS (or REX as it is in civ3) really isn't civ at all...

    why wouldnt you just make it so you couldnt build more than 20 cities before a certain year? it would have the same effect.

    but civ isn't a historical simulator... civ is a "what could have been" simulator.
    "I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
    - Ender, from Ender's Game by Orson Scott Card

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    • #3
      I increased settler to require 3 population. its greatly slowed ICS during the early game.

      Comment


      • #4
        I don't think it's a bad idea, but with the current state of the game it wouldn't work well. Several changes would have to be made.

        - Starting positions would all have to have some sort of bonus food source nearby. On a pure grassland start you'd never grow until you can get out of despotism. Some maps would be close to unplayable.

        - The AI would have to be retaught where to settle, and how to prepare new city sites. A player can easily pre-irrigate those flood plains, but the AI? They already have trouble enough making good terrain improvements as it is.

        - The whole speed of the game would be slowed down considerably. This could be a good thing or a bad thing depending on what difficulty level you play. Tech requirements, unit and building costs, would all have to be changed.

        Comment


        • #5
          It has promise.

          I would go so far as to say grassland would need to produce 3 food...or have some way to allow 3 food once irrigated, even under despotism. That, or more bonus squares for sure.

          It would certainly have a drastic effect on settlement of jungles, desert and tundra, that's for sure.

          I think this would boost the already strong industrial trait, as terrain improvement becomes even more important. Religious too, because 8 turns of anarchy could result in widespread starvation later in the game.

          You may have to allow hills to be irrigated.

          If the city square isn't gonna produce anything, why not allow settlement on mountains?

          What happens, in the case of a siege, when the city is pop1 and is still losing food? Does it get auto-razed when the food box empties? Hell, I would surround the city with troops & just starve 'em out.

          Just some thoughts...

          -Arrian
          grog want tank...Grog Want Tank... GROG WANT TANK!

          The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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          • #6
            Originally posted by Arrian
            What happens, in the case of a siege, when the city is pop1 and is still losing food? Does it get auto-razed when the food box empties? Hell, I would surround the city with troops & just starve 'em out.
            -Arrian
            Actually starving out a pop 1 city IS realistic at least...
            ____________________________
            "One day if I do go to heaven, I'm going to do what every San Franciscan does who goes to heaven - I'll look around and say, 'It ain't bad, but it ain't San Francisco.'" - Herb Caen, 1996
            "If God, as they say, is homophobic, I wouldn't worship that God." - Archbishop Desmond Tutu
            ____________________________

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            • #7
              Originally posted by Arrian
              It has promise.

              I would go so far as to say grassland would need to produce 3 food...or have some way to allow 3 food once irrigated, even under despotism. That, or more bonus squares for sure.



              What happens, in the case of a siege, when the city is pop1 and is still losing food? Does it get auto-razed when the food box empties? Hell, I would surround the city with troops & just starve 'em out.

              Just some thoughts...

              -Arrian
              Two points: 1st is that the low integer numbers that are used for food, shields and money don't lend themselves well to balancing. If a citizen used 4 food, then you could adjust numbers accordingly a little easier. Doubling the number of hp seems to work well to eliminate spearman/tank problem, so perhaps increasing the number of gradations in production will help as well...

              2nd: Seige. Now there's a new strategy. The original idea has merit by that marker alone...

              -mm
              If Bush bought America, why shouldn't he sell Iraq?

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              • #8
                Suggestion : the "free" use of the center square is removed. To compensate, the "city" improvement add value to the square (what I mean is that the city is treated as an improvement, just like irrigation or mining).
                At first, the city add 2 to food, 1 to ressource and 1 to commerce (and+1 food due to irrigation). It means that a city on grassland under despotism produce 4 food, and 3 food on a plain. You could reduce the bonus to +1 food for the city, and +1 for the irrigation.
                Then, when the city grow up and reach the size of a town (7 I think), the bonus is +1 food, +1 ressource, +2 commerce (as the farmlands are slowly recovered by houses).
                At last, when the city become a metropolis, the bonus is +0 to food, +0 to ressource and +3 to commerce.

                Additionnally, EVERY unit that is formed by a large number of people (ie : all the land units except explorer, and perhaps some ships) should require 1 pop point to be built. Ideally, if the engine allow it, a unit should require 1 food as support in addition to the 1 gold (and that gold support should change according to the unit).

                These changes could slow down the wild ICS, and make bigger cities important, as they would allow to support larger armies due to their larger food output.
                Science without conscience is the doom of the soul.

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                • #9
                  Ages ago, I suggested to battle ICS by requiring a city (village) to build a Town Hall before allowing it to grow beyond size 1.
                  A horse! A horse! Mingapulco for a horse! Someone must give chase to Brave Sir Robin and get those missing flags ...
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                  • #10
                    Originally posted by ALPHA WOLF 64
                    I increased settler to require 3 population. its greatly slowed ICS during the early game.
                    I did this too. It slowed things a bit, but still by 1 AD the whole map is carpeted except for jungles and mountains (I also made settlers wheeled units).

                    Austin

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                    • #11
                      Originally posted by Aeson
                      I don't think it's a bad idea, but with the current state of the game it wouldn't work well. Several changes would have to be made.

                      - Starting positions would all have to have some sort of bonus food source nearby. On a pure grassland start you'd never grow until you can get out of despotism. Some maps would be close to unplayable.

                      - The AI would have to be retaught where to settle, and how to prepare new city sites. A player can easily pre-irrigate those flood plains, but the AI? They already have trouble enough making good terrain improvements as it is.

                      - The whole speed of the game would be slowed down considerably. This could be a good thing or a bad thing depending on what difficulty level you play. Tech requirements, unit and building costs, would all have to be changed.

                      Comment


                      • #12
                        It's a good idea Austin. I have another one, but it's less elegant than yours (it would be harder to implement). As you well know, a city needs an aqueduct in order to grow beyond size 6. How about extending this idea at the national level? For example, a civ would have to build a certain improvement (most likely a small wonder like the forbidden palace) in order to grow beyond a size 12 empire ("size 12 empire" means "an empire with 12 cities"). And in order to grow beyond a size 30 empire you would have to build another improvement. Of course, the empire size limits on a huge map would be different from the empire size limits on a tiny map. Moreover, the corruption could, I think, be toned down at a Civ 2 level. What do you think?
                        Let us be lazy in everything, except in loving and drinking, except in being lazy – Lessing

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                        • #13
                          [RANT]Aargh. Is there some way we could get a "back" to get to the reply if the stupid "login again" screen comes up? I can't save cookies in this configuration, and I log in when I click on reply, then apparently if I don't finish my post soon enough, I have to log in again, and it conveniently forgets whatever it was I wrote. If I don't remember to copy the text to the clipboard, I am just out of luck. [ /RANT]

                          Getting rid of the central square, unless you are going to do hordes of balance changes, is going to do more than slow down the game -- it is going to make starting position nearly victor-determing. Right now, for instance everyone gets the same central tile (I'm assuming) so the penalty for drawing a poor starting location is reduced.

                          Lets take two hypothetical civs, and leave balance paramters alone for the moment. One draws a plains tile on a river with wheat, the other draws a grasslands tile with shield, and let's figure they road and irrigate/mine appropriately. Their Pop 1 procuction is:
                          Code:
                          Civ      Base    Improved   Proposed     Improved
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                           1        5/2/2     6/2/3          3/1/1           4/1/2
                           2        4/2/1     4/3/2          2/1/0           2/2/1
                          Comparing the two starts, after a the prudent improvements, in the current system Civ 1 has a 50% advantage across the board. Pretty beefy, true. But under the proposed system, there is a full 100% bonus for city growth, and a full 100% bonus for tech research. Civ 1 gets another worker going in 10 turns, bringing him up to even in terms of shields gathered, but is now researching 4 times as fast as Civ 2. Note his population is still growing, and in another 10 turns, he will have more shields being produced, and will complete his research in 1/6th the time.

                          Now you could balance this out by adding one food to all tiles, I suppose, but that makes pop 2 equivalent to the status quo in terms of food, and from pop 3 and on, you have actually sped up REX.

                          You could give more bonus food tiles instead, but then the question is how long it takes the civ to find one. Pop your city down in the "wrong" place and its game over.

                          Personally, I would prefer a little less randomness in the initial draw. The fixed offset of a central tile gives everyone a certain base from which to start. It reduces the penalty of not being able to find bonus resources on a river. And why is it a good idea to further penalize a civ who has to look around and eventually settles for an OK site, while another lucky civ happened to start in a sweet spot?

                          IMO, a decent "compromise" might be to allow the central tile to be free only for the capitol... It is less of a penalty to the civ that gets a bad start location, and decreases the value of additional cities. OTOH, unless you increase the value of tiles, it's going to be pretty boring to watch a zero or one shield "core town" sit at 1 pop until you get the chance to change governments...

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                          • #14
                            Why get rid of the Center tile? wouldn't it be simpler to state that instead of the current 2 food, 1 production, 2 trade, we raise the food by one and eliminate the EXTRA TILE that size one cities use. so a size 1 city ONLY works the center tile, instead of the center tile and one other.
                            Don't try to confuse the issue with half-truths and gorilla dust!

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                            • #15
                              Originally posted by PerpetualNewbie


                              IMO, a decent "compromise" might be to allow the central tile to be free only for the capitol... It is less of a penalty to the civ that gets a bad start location, and decreases the value of additional cities. OTOH, unless you increase the value of tiles, it's going to be pretty boring to watch a zero or one shield "core town" sit at 1 pop until you get the chance to change governments...
                              Now there's an idea... get rid of the center square and then make the palace a +2 food improvement. Can this even be done in the editor????


                              -mm
                              If Bush bought America, why shouldn't he sell Iraq?

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