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  • #16
    I have a formula...

    3 to 5 cities = Provence x 4 = Region times X Regions = Empire

    A city would be essentially the same.

    A Provence would be what has been said above.

    A Region would be a tool for administering extreamly large empire. It should be used to administer oversees provences or to keep provences with almost equal production ratings to work in harmony to benifit your empire. I do not know programing so I do not know how to tell the AI this so someone with experience in that field please tell me if it is possible.

    An Empire is the same.

    Tell me what you think

    ------------------
    "Adorare Christantine!!!"
    Republican Decree #1
    "I agree with everything i've heard you recently say-I hereby applaud Christantine The Great's rapid succession of good calls."-isaac brock
    "This has to be one of the most impressive accomplishments in the history of Apolyton, well done Chris"-monkspider (Refering to my Megamix summary)
    "You are redoing history by replaying the civs that made history."-Me

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    • #17
      IDIOT NETSCAPE YOU JUST HAVE TO CRASH WHILE THE YOU ARE SENDING INFO WARNING 4 SECONDS BEFORE THE POST UPLOADS DON'T YOU DON'T YOU DON'T YOU DON'T YOU!!!!!!!!!!!!!!!!!!!!!!!



      Ok so I'll do it over

      2-5 cities merge into a province> all provinces in 1 terrain region merge into a region> all regions that are either next to each other or can have a trade route ship or land air can't move enough materials for the Civ empire level share their resources.

      regions/provinces share resources and improvements but improvement maintence cost will rise to if all cities or provinces don't have that improvement.

      4 types of materials or whatever

      food- consumed by people- processed becomes processed food X2 amount of people eat 1/2 as much depends on how you look at it

      consumable goods- consumed by people, big for trade- becomes consumer goods trade for more and +50% amount

      energy- used by units- only late game gas- needed late game adv energy used by nukes and anti nuke stuff

      raw materials(shields same as civ2)- builds improvements(if you build them) and units- becomes compound materials late game for advanced unit construction and say +50% amount I guess maybe

      4 groups ,2 for people 1 for building 1 for units I've explained how globally stuff happens now for a little more into provinces

      Provinces/cities/regions can automatically get improvements if the economic lvl or industry lvl are high enough. And sometimes the people just build them. Like a market place if you are building a court system and it is taking 15 years a marketplace is just going to be built. It happens the people can do stuff on their own.

      economic lvl
      -10<>+10
      -=unemployed, emmigration, tax income lowers
      +=lowers unemployed, immigration, tax income raises, possibility of getting commercial type improvements automatically

      determined by trade and some other stuff any ideas?

      industry lvl
      -10<>+10
      -= unit/improvement construction time raises
      += unit/improvement construction time lowers and possibility of getting factory improvements automatically

      determined by amount of construction and advances any other ideas for affectors?(is this a word??)

      so to recap we have
      city-province-region-empire
      city-province-region share improvements and production and materials and industry/eco lvls.
      regions share materials if they are next to each other or a trade route is available(ie not blockaded or having enemy empire in the way)

      4 resources
      industry and economic lvl
      unemployment

      that's about it not very complicated, just 2 lvl indicators the old civ stuff and now energy and consumables. modern units now need energy to be built and refilled or something.

      What do you think???

      I'm bored waiting for a download luckily I have go!zilla so it wasn't lost with my damn browser crash

      edit: regions keep there own economic/industry lvl and improvements money is global always

      trade arrows no more research not apply in this model

      trade makes a lot of money from tariffs and can affect the economic lvl for like port cities so having a city on the tip of the straight of Gibraltar will be very prosperous and big.

      ------------------
      King Par4!!

      There is no spoon
      -The Matrix
      Let's kick it up a notch!!
      -Emeril Lagasse
      Fresh Soy makes Tofu so silky
      -Ming Tsai
      [This message has been edited by Par4 (edited July 26, 2000).]
      [This message has been edited by Par4 (edited July 26, 2000).]

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      • #18
        From the archives (may '99).
        quote:

        Reigons/Districts/States:
        After your empire has grown enough, it should become reigonal.

        What happens would be this:
        There is a 'reigonal headquarters' building, discovered with a certain tech. When you build a reigonal headquarters, you get told to make a reigon, then you select a certain number of cities to be part of that reigon. The number of cities that can be in a reigon should be limited by your efficiency/social choice.

        Once you have selected reigons, they share economy, production, food, support and research.

        If one city is not producing enough food, the cities with surpluses automatically give food to it until it is enough.

        The production queue is for the reigon. When something is finished, a list of the cities pops up, and you select what city it should go in. If it is a infrastructure improvement, the list only mentions those cities that do not have that improvement, and their basic stats- population, research, minerals, economy, and eco-damage. If it is a unit, the list shows the cities in the reigon and their current garrison, along with the supported units of the reigon.

        When you select the reigonal headquarters, a window pops up that looks like the city screen except the reigon is in the city window- the same way the 'support' button in SMAC shows a little map where the city is.

        There are 4 new buttons: Econ, Psych, Production, and Research. Clicking on them maximizes your production in this reigon for that area- citizens move from mines to solar panels, for example, and specialists are created. The right and left buttons, that normally scroll from city to city, scroll from city to city in your reigon, starting with the Reigonal Headquarters. You may then micromanage citizens within cities, select garrisoned units, deal with riots in your cities (which are still city-by city), etc.

        This is really important to me, because even on SMAC I find the later game annoying... I just want to rush to the end so I don't have to spend 20 minutes a turn micromanaging.

        I think you should be enjoying the fruits of your effort at this time, and concentrating on diplomacy, warfare, etc. instead of whether hicksville is getting enough food.
        Not to mention that in Civ, at least, this is far closer to the 'real world' situation in later years.


        (plus, I'd love to have a city of just researchers, or just economists, etc)

        Other strategies that would be awesome: cites outlying a central, old and productive reigon have autoforward routes to their respective frontiers. If war starts, the reigon goes to a war footing. Initially you're attacking from your western front, so when the unit(s) roll off the line, you have them pop up in the city with the forward route to the western front. Then, in a deranged maneuver, you decide to simultaneously fight a war with your massive neigbor to the east, and so the future units get built on your eastern city and automatically go to the frontier.

        Ok, maybe it's not a wise maneuver, but being able to do it that way would be awesome.
        No, in Australia we don't live with kangaroos and koalas in our backyards... Despite any stupid advertisments you may see to the contrary... (And no, koalas don't usually speak!)

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        • #19
          That is a good idea, of provinces and such, except for one thibg, what if you want some different units in different cities??

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          • #20
            Could you rephrase your question Tim?

            Basically, my idea is to cut down on micromanagement by creating "provinces" composed of several cities. It would effectively act like one city, and when a unit or improvement is built, you get to choose where to put it. All of the regions resources are shared in a common pool, and when enough food is obtained, one of the cities will grow. The wonders will always be built in a province's capitial. You can redefine these provinces as you want.

            Oh and thanx for buping this thread...
            *grumbles about work*

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            • #21
              Ok, now I understand, Would each province have its own capital (besides your main capital), that would act as the main trade center, and stuff like that for that province?

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              • #22
                That's it. YOu would have a "provinces" screen, where you assign cities to provinces, and assign one of them as a capital.

                So now, instead of having hundreds of cities, you would have several provinces, making it easier to manage in the mid to late game.
                *grumbles about work*

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