This thread is about the pitfalls of over-powerful terraforming in general, together with the idea of gradual expanding to enormous 69-tile city-areas (CTP-2 style), in Civ-3.
But first; lets start from the very beginning, with some comparing tbs-game city-area history (no, NOT mathematical ICS-formulas - rest assured. Im taking this one from an different angle):
In Civ-2 you had a fixed 21-square city area + some early transform terrain-type capabilities (basically plant/chop down forrest to begin with).
Because of those attractive special resource-spots were spaced out the way they where, it was a constant challenge trying to simultaneously have as much of them as possible under any city-influence - but, at the same time avoid too much neighbor area-overlapping.
You have to prioritize fertile enough overal city-areas, and - not to forget: prioritize that all important central city-square. Without that fertile central city-square, it was impossible to support a land-improving settler and grow the overal city-population at the same time - at least early on.
Finally, because the city-area was fixed and limited to 21 squares, it really mattered if too many non- or less productive squares was within the city-area. Sure you could always transform, but only in later stages, and only if you where prepared to let it take some time.
Above was good, because it forced the player (at least the fun-having non-ICS´er) to PUZZLE - to make benefit/trade-off choices on where to found his cities. Later the player got more powerful transform terrain-type capabilities, and that was nice (although i never liked the unrealisticly powerfull one: transforming to/from mountains. Creating and level out huge mountains should simply be impossible - period).
Time went on and we got SMAC. This game basically gave the player the same nice base-area puzzle-challenge as Civ-2, with one questionable addition: terraforming.
I never liked it, because the puzzle-effect was somewhat diminished. You no longer was forced to "make the best of the existing land-areas". Thankfully, this feature was editable/turn-off able, however.
Also, thanks to the fact that borders never extended out from land and that fertile oceans-squares and ocean-recources was just as uniformly and evenly available, as on land (at least special resources) one could found ocean-bases on huge areas in relatively uniform looking patterns.
On land these uniform patterns was often discontinued because of irregular coastlines, unhabitable squares and the existing landareas. The ocean had lots of inhabitale squares, but still:
because of the huge one ocean-connected uniform look, the placement of those ocean cities was much less of a puzzle-challenge, and less nice to look at.
The solution to the uniform ocean-base look, could be that the player is restricted to build ONLY on underwater "islands" (= chunks of special underwater land-squares equivalences). This way you reintroduces those discontinued patterns because of irregular underwater "coastlines" again. Just as on land islands.
Firaxis: if you ever thinking on expanding the main-game to involve futuristic ocean-cities in Civ-3, then please think hard about not "wash out" the puzzle city-area challenge, by add above or similar idea.
And now (at last) we come to the expanding city-area feature, and the pitfalls of implementing the same idea in Civ-3 - alá CTP-2:
On the surface this idea about an gradually expanding city-area seems really nice. However, because of this concept, the player only have to find a relatively fertile central city-square + and a few reasonably productive and fertile squares in the (to begin with) inner 8-square circle.
After that, the expanding city-area (in CTP-2; up to 5 circle-layers = 69 squares), you can easily "swallow up" the country-side, gradually. You dont have to cover any special resources-squares to begin with - these you can add automatically in later stages, if you just found your city near those enough.
Also, because of this concept, it doesnt matter much if some (maybe half, or in some cases even 60-70%) squares is non-productive. You still have and awful lot of squares to feed/produce on. An example: 69 squares - 70% still means a whopping 21 good squares left.
Now, admittedly - i dont know if its possible to expand to the 5:th max layer in CTP-2 on only 30% of the squares available. Anyway, you have plenty of time to terraform those non-productive squares as well.
According to the screenshots it seems pretty easy to build really huge cities on relatively few developed tiles.
Anyway, this thread is NOT about CTP-2. What i want to discuss the pros and cons of a similar solution IN CIV-3.
What do i think?
Frankly, i dont know if i like this concept that much. Theres no challenge in trying to puzzle those fixed easy-to-overview city-areas anymore. Also, it doesnt matter much where you place your cities - no dealing with important benefits/trade-offs squares anymore.
Three times as many city-area squares means that each indevidual city-square gradually become much less important in the overal picture, then in Civ-2/SMAC. Is that a good thing?
Now, some people dont like micro-managing, and thats perfectly fine. But wouldnt it be a better solution to try to add more effective city-mayors, instead of adding this expanding city-area challenge-inflationary concept to Civ-3 also?
[This message has been edited by Ralf (edited November 28, 2000).]
But first; lets start from the very beginning, with some comparing tbs-game city-area history (no, NOT mathematical ICS-formulas - rest assured. Im taking this one from an different angle):
In Civ-2 you had a fixed 21-square city area + some early transform terrain-type capabilities (basically plant/chop down forrest to begin with).
Because of those attractive special resource-spots were spaced out the way they where, it was a constant challenge trying to simultaneously have as much of them as possible under any city-influence - but, at the same time avoid too much neighbor area-overlapping.
You have to prioritize fertile enough overal city-areas, and - not to forget: prioritize that all important central city-square. Without that fertile central city-square, it was impossible to support a land-improving settler and grow the overal city-population at the same time - at least early on.
Finally, because the city-area was fixed and limited to 21 squares, it really mattered if too many non- or less productive squares was within the city-area. Sure you could always transform, but only in later stages, and only if you where prepared to let it take some time.
Above was good, because it forced the player (at least the fun-having non-ICS´er) to PUZZLE - to make benefit/trade-off choices on where to found his cities. Later the player got more powerful transform terrain-type capabilities, and that was nice (although i never liked the unrealisticly powerfull one: transforming to/from mountains. Creating and level out huge mountains should simply be impossible - period).
Time went on and we got SMAC. This game basically gave the player the same nice base-area puzzle-challenge as Civ-2, with one questionable addition: terraforming.
I never liked it, because the puzzle-effect was somewhat diminished. You no longer was forced to "make the best of the existing land-areas". Thankfully, this feature was editable/turn-off able, however.
Also, thanks to the fact that borders never extended out from land and that fertile oceans-squares and ocean-recources was just as uniformly and evenly available, as on land (at least special resources) one could found ocean-bases on huge areas in relatively uniform looking patterns.
On land these uniform patterns was often discontinued because of irregular coastlines, unhabitable squares and the existing landareas. The ocean had lots of inhabitale squares, but still:
because of the huge one ocean-connected uniform look, the placement of those ocean cities was much less of a puzzle-challenge, and less nice to look at.
The solution to the uniform ocean-base look, could be that the player is restricted to build ONLY on underwater "islands" (= chunks of special underwater land-squares equivalences). This way you reintroduces those discontinued patterns because of irregular underwater "coastlines" again. Just as on land islands.
Firaxis: if you ever thinking on expanding the main-game to involve futuristic ocean-cities in Civ-3, then please think hard about not "wash out" the puzzle city-area challenge, by add above or similar idea.
And now (at last) we come to the expanding city-area feature, and the pitfalls of implementing the same idea in Civ-3 - alá CTP-2:
On the surface this idea about an gradually expanding city-area seems really nice. However, because of this concept, the player only have to find a relatively fertile central city-square + and a few reasonably productive and fertile squares in the (to begin with) inner 8-square circle.
After that, the expanding city-area (in CTP-2; up to 5 circle-layers = 69 squares), you can easily "swallow up" the country-side, gradually. You dont have to cover any special resources-squares to begin with - these you can add automatically in later stages, if you just found your city near those enough.
Also, because of this concept, it doesnt matter much if some (maybe half, or in some cases even 60-70%) squares is non-productive. You still have and awful lot of squares to feed/produce on. An example: 69 squares - 70% still means a whopping 21 good squares left.
Now, admittedly - i dont know if its possible to expand to the 5:th max layer in CTP-2 on only 30% of the squares available. Anyway, you have plenty of time to terraform those non-productive squares as well.
According to the screenshots it seems pretty easy to build really huge cities on relatively few developed tiles.
Anyway, this thread is NOT about CTP-2. What i want to discuss the pros and cons of a similar solution IN CIV-3.
What do i think?
Frankly, i dont know if i like this concept that much. Theres no challenge in trying to puzzle those fixed easy-to-overview city-areas anymore. Also, it doesnt matter much where you place your cities - no dealing with important benefits/trade-offs squares anymore.
Three times as many city-area squares means that each indevidual city-square gradually become much less important in the overal picture, then in Civ-2/SMAC. Is that a good thing?
Now, some people dont like micro-managing, and thats perfectly fine. But wouldnt it be a better solution to try to add more effective city-mayors, instead of adding this expanding city-area challenge-inflationary concept to Civ-3 also?
[This message has been edited by Ralf (edited November 28, 2000).]
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