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  • CITY INTERFACE (ver1.0): Hosted by Shining1

    City menu

    While the City menu in CivII was pretty good, arguably better than AC in fact (build queues aside - though they were crap too), there is much room for improvement. The 'collection of city states' feeling is a major part of this - Civ and AC had very little by way of means to link cities together.

    1) Terraforming and Settlers
    Terraforming should be done by actual citizens in the city, and from the city menu itself. So you don't keep having to change back and forth between them. Include "terraformers" in the worker options menu, and allow two or more to work the same square. This saves a lot of messing around with settlers and terraformers, and a simple "terraforming complete" message will alert the player to the need to change citizens over. In addition, adding a build queue for worker behaviour would help immensely - terraform this bit, then go do the forest, then go back to work on the whales. While this doesn't eliminate micromanagement from the game, it makes it much faster for the player to coordinate.

    Furthermore, citizens inside cities and the settler unit should have less of a distinction made between them. A 'build settlers' order will still be available, but does not yield a distinct unit. Instead, this order drains X minerals and fuel per turn as a set rate, as citizens prepare to move out of the city and into the country. These settlers have the normal civ abilities, such as terraforming and found city, but may return at any time to any established city to rejoin the workforce. As such, the are added to the citizen list at the top of the screen, and can be used to work a terrain square. They may then be removed at any time to perform settler duties, such as terraforming
    on a off city square, or founding a new city.

    Like other 'normal' citizens, a settler unit outside the city may retreat to their home city if attacked within the city radius (as with a unit moving into a square being worked by a citizen - the tile is vacated, and the military unit moves into it as if the settler was not there. If caught outside of the city
    radius, the unit must defend itself. This way, settler units will not be such easy targets.

    [Note: to keep the unit type homogenous, so you don't have settlers of different types working in a city, NO settler unit may be equiped with any equipment - neither weapons or armour. Defense will still require a military unit to accompany it.]

    All of this applies to the basic 'settler unit'. Later in the game, this unit will be upgraded, and non-citizen terraforming units will become available, such as engineers and terraformers.


    Al Gore Rythm

    The SMAC interface is good, but I think some things could be improved.

    First, later on in the game it's a hassle in SMAC to turn Transcendi into Engineers. I'd like to se a "Set all future citizens to X duty" when you can no longer work the land, or even when you can.

    Other than this, my favorite part of Colonization were the specialists who worked land. Now say a standard citizen would be balanced, and specialists would work specifics jobs but would have a lax in other duties. Say farmers would boost food but destroy minerals in a square, lumberjacks and miners vice-versa and so on.


    Shining1
    2) Specialist Citizens
    Build queues and citizen specialists were handled somewhat ineptly by SMAC, but it's safe to assume they will be much improved in CivIII. Some suggestions for specialist citizens are:

    Wizard - as in CivII
    Tax collector - as in CivII
    Foreman - improves speed of terraforming
    Settler - (as given above) a mobile citizen who cannot fill any other specialist role.
    Priest - one happy citizen, *2 for a temple in the city. *
    Entertainer - as in CivII, **
    Governor - a single happy citizen in each town is allowed to act as the government of that town, reducing corruption and improving efficincy, especially when given a courthouse.

    * The Oracle then counts as an extra priest citizen in each city - very easy to understand. The priest should also be distinct from the Cleric UNIT, a unconv. designed to convert small towns and units.
    ** is improved by banks, markets places, and some tech discoveries - especially after the discovery of music - a dead end tech that adds a further 50% to entertainers. Adds a further choice to happiness management -
    priests? Or entertainers?

    The roll of citizens was underused in CivII, instead, when you wanted a funtion fulfilled, you had to build a structure. CivIII should link the people to the town much more than CivII did, making citizens the main source
    of benefits, and structures the key to maximising those benefits.

    Shining1



    3)Unit construction

    Conversely, some units do not become available unit the requiste structure has been build. Advanced attacking units often require their own structures to be built before they can be turned out. This represents the necessary investment into training facilitys that must be made in each city to produce the more dangerous units.

    For instance, archers require a barracks, as somewhere to train and make the necessary equipment required for their craft. Hoplite, on the other hand, were historically a conscriped force, and every man who could afford a spear and shield was required to have one. Hence no ongoing facilities would be required to produce hoplite.

    As a general rule, cities should be able to build and maintain defensive units without requiring a special facility, while attacking units generally should need a facility (archers, legion, knights, crusaders, etc.)

    Some more advanced units will probably require their own, unique barracks to train. Catapults and siege engines, for instance, both have special engineering requirements.

    4) Unit component ideas
    List of basic units and requirements.

    Infantry Chassis
    Can be produced without facilities, up to Bronze weapons and armour

    Horseman Chassis
    Requires stables, and can be equiped with up to bronze weapons and armour

    Barracks
    Produces iron spear, swords, bows, and receives upgrades when appropriate techs are discovered.

    Stables
    Required for horse mounted units.

    Siege Workshop
    Builds catapult (artillery), siege engine (negates walls for units attacking from that square).

    Unit construction interface.
    Each city gets four building 'slots', each of which may be occupied by a single structure for advanced unit production. (The 'construct building' menu is located above these slots.'

    The default type is "Civilian base", which can produce the most basic of unit chassis (infantry) and the most basic weapons (bronze weapons, muskets, etc depending upon the era. All cities start with this 'structure', which is replaced by the more advanced barracks.

    Since each structure only yields certain types of weapons, it is necessary to continually demolish and rebuild (approx 2-3 times per game, like CivII).

    Suggestions?



  • #2
    I mentioned this on the Trade list...

    Some city improvements should be private - not owned by the player. The player would agree with a capitalist AI to have certain improvements built.
    The best ideas are those that can be improved.
    Ecce Homo

    Comment


    • #3
      I think city radius should only be one square, were talking about a lot of land here... to counter the effect of a reduced number of tiles, the following should be implemented:

      1)Multiple workers per tile
      --- Each tile has a maxinum yield (tech can improve)
      --- Each worker has a maxinum harvest (tech can improve)
      --- Workers must be same type (All farmers, miners, ect.)
      --- Workes of diffrent cities can be on the same tile
      ----- Providing that the are friendlies
      ----- Providing that the tile isn't MAXED OUT
      2) As technology improves, nation wide transit systems can move any # of resources from one connected city to another. In fact most resouces will be goverend by a natinwide screen. (Big Cities don't supply their own food)


      With a smaller aera of influence, you can have more cities in a smaller area, more like Real life

      Comment


      • #4
        Ecce: Sounds a wee bit complicated - remember, civ games often have you managing upwards of 30+ cities, and micromanagment isn't particularly popular.

        Also, Civ is government orientated - so private works aren't normally an explicit part of the game.

        Trachmyr: Realistic is not always fun. Reducing the city radius will cut down production options and lead to an even greater number of cities with even more micromangement than before.

        If you feel that cities are too infrequent on the Civ map, you can fix this by adding smaller population centres in the form of some kind of terraforming - possibly founding minor towns to improve the commerce output of a square?

        The resource transfer between cities is a good idea - perhaps make it an effect of caravans - allowing them to establish either trade routes or resource links.


        You obviously both have some great ideas to contribute - may I suggest you focus a bit more on gameplay and less on realism however...

        Comment


        • #5
          Ok, a compromise...

          You can build towns with a smaller area of influence, they can later be upgraded to cities through an expenditure of labor production with a prerequisite # of people.

          Cities can be built from the start, but require a lot of Revenue or PW... but get a higher population.

          This way, mostly towns will be built in the early game; but cities will be built in the latter game, and they will be better from the start.

          Comment


          • #6
            Well, my question is why you need to have a smaller city radius at all. People can walk just as far from a major city as they can from a small town...

            Perhaps a city could be upgraded to a 3 squares radius with the discovery of automobile or something?

            This would definitely max out the available terrain, and be less punishing to players with a less than 100% perfect city layout.

            But there should be a good gameplay reason for denying players that second square radius.

            Comment


            • #7
              I personally don't think a city can have a second tile rasius... people are only willing to walk/drive so far to work. On the map in CIV2 of earth... you can only fit 3 cities in britania, 2 in japan without crippling your cities because of overlap. Once automobiles are discoverd, transport and pooling of resources are improved. Small towns can be built near important terrain tiles/resources, and those resouces trucked in to heavily populated cities. I think micromanegement can be handled by a good queue list, and options for production other than building structures (like capatilism, or SOCIALISM, or Trade goods, ect.)

              Comment


              • #8
                People will go any distance they need have to if it allows them to get a better resource. 2 squares is a reasonable limit, though, as it cuts down the city overlap.

                And the number of cities is another of the real vs. gameplay issues - you can't fit them all in without a very big map (2000*2000 squares, I suspect).

                The main problem with a one square radius is that you cut the available squares for developement from 21 to 9 - greatly cutting down a player's options.

                I'll definitely try to include your suggestion, I'm just trying to understand the reasons for it...

                Comment


                • #9
                  More city stuff:

                  A further colonization like connection to the resource map.

                  Drones suffer a 1/3 drop in efficiency when set to work in a city square. They also cannot become specialists - drones always appear to the far right of the citizen row, forcing the player to make happy or normal citizens into specialists.

                  Happy citizens, in addition, gain a 1/3 bonus to any specialist jobs they perform (NOT working in city squares). Hence a happy scientist will produce 4 beakers per turn, instead of 3. This bonus is rounded down, and doesn't apply to either priests or entertainers.

                  This requires each specialist to have a couple of icons, one for a normal citizen, and one for a happy citizen.

                  Comment


                  • #10
                    I appreciate your open mind on this subject (1 tile radius), and I certainly understand your critisims/concerns. I have played Colonization quite a bit, it uses 1 tile city radii. In comparison to the two games, I believe IMHO that 1 tile is better. Here are some reasons:

                    1) More compacted territory, easier to defend and set up infrastructure.
                    2) In civ2, i found the 2 tile radii to actually hamper growth. For a city in CIV2 to prosper, you have to have access to a sizable percent of good tiles... out of the 21. If your dealing with 9 tiles, as long as you have a couple of good terrain tiles, your city can prosper before massive terraforming.
                    3) with 21 tiles to place workers, city proffessions are neglected. With a 1 tile radii, you will begin placing city workers much quicker (esp. if city workers include the Labor force, Merchants, preist, and what-not)
                    4) Finally, with more compacted territories, there will be enough room to allow a larger number of civs to be in the game. (Colonization has about 13(counting the native tribes), and it's an old game)

                    I hope I've cleared my point a bit, but I suspect you'll still disagree with me... oh well :-)

                    Comment


                    • #11
                      "The roll of citizens was underused in CivII, instead, when you wanted a funtion fulfilled, you had to build a structure. CivIII should link the people to the town much more than CivII did, making citizens the main source of benefits, and structures the key to maximising those benefits."

                      The problem with that is that the "specialists" are too interchangeable. In order to see a real "happiness" change in a city because of religion, you need to work on the infrastructure and build up belief in the people, not just declare that 50% of your population are priests...

                      I think that the Civ 21-square layout is pretty good. I definitely dislike Trachmyr's suggestion. I like to play on smaller worlds, simply because then I don't have too many cities to manage. I think that Brian said that they considered a variable radius for one of the games he worked on (SMAC?) and threw it out because it wasn't fun.


                      ------------------
                      CIV3-THE MASTER LIST-TECHNOLOGY "THREAD MASTER"
                      "Can you debate an issue without distorting my statements and the english language?"
                      -- berzerker, August 12, 1999 04:17 AM, EDT, in Libertarianism and Coercion

                      Comment


                      • #12
                        It would be nice if I was warned of "impending disasters" before they were right on my doorstep, e.g. in the current version of the games, it says "if you build this settler this turn, the city will be disbanded -- continue?". How about "you've just started building a settler, but with the current rate of production and food collection, you will need to disband the city to produce it -- continue?". These sorts of problems usually hit me when I'm not paying too much attention to a particular city, and just let it do what it has been doing. Another example would be producing more units than can be supported with the current mineral output in SMAC.


                        ------------------
                        CIV3-THE MASTER LIST-TECHNOLOGY "THREAD MASTER"
                        "Can you debate an issue without distorting my statements and the english language?"
                        -- berzerker, August 12, 1999 04:17 AM, EDT, in Libertarianism and Coercion

                        Comment


                        • #13
                          I see a problem w/ the terraforming/improving being done from the city screen.

                          How you gonna terraform places that are outside a city radius?

                          Comment


                          • #14
                            Octopus: As opposed to declaring that half your population are entertainers?

                            Basically, I agree with Trachyr that specalist citizens were underused in CivII - it would be nice to make it worthwhile to use a variety of citizens in different occupations in CivIII, instead of everyone just working to pump out minerals as fast as possible.

                            Hence I regard the citizens more as kind of individuals than a representation of large numbers of people. A worker, a priest, an entertainer - you get the picture.

                            It would probably help to tweak their output a little as well, so it becomes obvious that 4 workers, a tax collector and a wizard is a better investment combination than 6 workers.

                            Limiting the number of specialists per head of population would help this - one tax collector per 5 citizens is a realistic maximum, and the same for priests (thus avoiding the situation you describe).

                            I definitely agree with the warnings suggestion, especially when it comes to riots and the like. Delaying the outbreak of riots for 1 turn might help (it does take time for mobs to get organised and to realise that they can rebel successfully) - and the penalties for such a rebellion should be higher.

                            Finally, 9 squares is just too few for a Civilisation city to grow from.

                            Comment


                            • #15
                              Druid: If you didn't read as far as the mobile settlers bit, I suggest you do so.

                              I've suggested that Settlers for CivIII will be a unique kind of unit, able to detact from and re-enter a city's population more or less at will. You still have to build them (i.e supply wagons, provisions, training, etc), but once you have you can do more or less what you want. This includes terraforming outside of a city square.

                              Comment

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