quote:![]() Originally posted by The Joker on 04-05-2000 02:38 PM When playing SMAC I sometimes long back to the good old squares of Civ2, where you always knew what did what, and where you could easily see what every square gave (ressources). ![]() |
This is quite understandable, but is it really necessary to know the exact amount of resources? Personally, the thing I hated about civ2 was that in every game you built dozens of cities, everyone of them almost identical to each other.
When I was designing my map system, my thought was, that the value of a certain city comes from many things. It's quite certain, that it is usually more preferable to build a city in a fertile spot than in a scarce one, but if that spot is geographically good or has some other advantages, like a good source of minerals nearby, It would be a good enough reason to build a city there. You can always transport food from other cities. Also, it should not a certainty that by building a city on a certain spot would automatically result in a large and important city after several hundreds of years. You have to build the glory of your city yourself.
In our civ game, the size of the city must not be the only meter of city quality, and there should definitely be serious disadvantages from cities being very large. Also the amount of resources produced shouldn't be as dependable from the city size as in civ2. Big cities have more workmen to provide, yes, but the upkeep of them should be larger, too.
I think the goal in making our own civ-game should be, that the player has more important and interesting things to do to than finding the best placement for the workmen in the city-screen and optimizing the resource-output of his empire, just to spend those resources to build a similar army he has built already for dozens of times, or building all those same spaceship parts over and over again.
quote:![]() Originally posted by The Joker on 04-05-2000 02:38 PM In SMAC you were never quite sure how much an improvement gave, as it did different things in different types of terrain. And these types were never easy to see from each other. I am not saying anything definitely, just thinking, that maybe simplicity is better in this aspect of the game, making it possible for the player to focus on more interresting aspects, like energy management and keeping the civ together. ![]() |
There was many errors in SMAC. We will work hard to make sure those errors are not done again.
Of course those are my own ideas. Our goal is to make the game, that could be easily adjusted to each players' needs. Almost certainly there will be available several "packages", ready-made versions of the game with varying levels of detail for those who haven't got the skills or time to adjust the game themselves, ranging from civ2-like to a simcity- or age of empires-like (but in global scale).
At this state of development, we have hardly started. Right now we are discussing the details of the game system. We cannot start the actual work, until we know what we are going to do. Read the messages to keep informed about the development.
Cheers,
amjayee aka Matti Eskelinen
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