I'm not sure if this subject has been done to death already (I did do some searches and found nothing)
I've been working on a mod, and examining a number of fundemental game issues along the way, one of these being terrain, and its values... specificially with regard to defining programmatically how and where to settle... translating general AI 'goals' into choices, using weighting.
As part of the democracy game, i've made a somewhat elaborate spreadsheet, which calculates growth, production, science and gold, turn by turn, based on a 'grid' of terrain/river/good that you input; You define the prospective site, using the terrain name and so on, and the spreadsheet does the rest.
I was aware that part of the bonus, is a 'city' bonus, which is modifiable by terrain, but in all cases, at the moment, uses the same values, +10 food, +20 production & +20 commerce.
I was really curious to see whether concept which the Civ2 and Civ3 people have had to eliminate ICS (Infinite City Sleaze)... to negate the food/shields/trade which the city square provides could be done in CtP2... so I entered negative figures for the City modifier in each terrain, corresponding to the positive figures which the terrain normally gives. The technique works, insofaras the city square gives (without a river) a 0/0/0 value.
Since I have the simulator, I started to play with the figures to see what effect that this has on growth and so on.
If you negate the city square, the growth becomes constant... that is... if it starts at 1500... it stay at that level, rather than being reduced when the city grows, as it normally would.
The behavior happens since the city square's value is only ever added once, and the rest of the value is gained from the ring surrounding it. The city square's proportional value decreases as the divisor (the population) increases.
The same behavior occurs with production and commerce.
Something that you could theoretically try would be to keep the +10 food in the city modifier in each terrain, but have a negative modifier for production and commerce that matched the positive value that the terrain normally had. You would need to proportionally increase the production and commerce values throughout, since cities would be producing low and/or negative amounts.
This would, at first sight, solve the ICS issue...
City's Production and Commerce would grow proportionately with size...
E.G. if a size 1 city produces 20 production and 25 Commerce, then the same city at size 2 city will produce 40 Production and 50 Commerce, and 60/75 at size 3.... and so on. So... one size 2 city would be just as productive as 2 size 1's...
Another alternative would be to reduce the proportion that the city square is valued so that growth had less steep decline and/or production and commerce had a more proportional growth.
There are a lot of options here...
---
Just a few random thoughts that may be of interest...
MrBaggins
I've been working on a mod, and examining a number of fundemental game issues along the way, one of these being terrain, and its values... specificially with regard to defining programmatically how and where to settle... translating general AI 'goals' into choices, using weighting.
As part of the democracy game, i've made a somewhat elaborate spreadsheet, which calculates growth, production, science and gold, turn by turn, based on a 'grid' of terrain/river/good that you input; You define the prospective site, using the terrain name and so on, and the spreadsheet does the rest.
I was aware that part of the bonus, is a 'city' bonus, which is modifiable by terrain, but in all cases, at the moment, uses the same values, +10 food, +20 production & +20 commerce.
I was really curious to see whether concept which the Civ2 and Civ3 people have had to eliminate ICS (Infinite City Sleaze)... to negate the food/shields/trade which the city square provides could be done in CtP2... so I entered negative figures for the City modifier in each terrain, corresponding to the positive figures which the terrain normally gives. The technique works, insofaras the city square gives (without a river) a 0/0/0 value.
Since I have the simulator, I started to play with the figures to see what effect that this has on growth and so on.
If you negate the city square, the growth becomes constant... that is... if it starts at 1500... it stay at that level, rather than being reduced when the city grows, as it normally would.
The behavior happens since the city square's value is only ever added once, and the rest of the value is gained from the ring surrounding it. The city square's proportional value decreases as the divisor (the population) increases.
The same behavior occurs with production and commerce.
Something that you could theoretically try would be to keep the +10 food in the city modifier in each terrain, but have a negative modifier for production and commerce that matched the positive value that the terrain normally had. You would need to proportionally increase the production and commerce values throughout, since cities would be producing low and/or negative amounts.
This would, at first sight, solve the ICS issue...
City's Production and Commerce would grow proportionately with size...
E.G. if a size 1 city produces 20 production and 25 Commerce, then the same city at size 2 city will produce 40 Production and 50 Commerce, and 60/75 at size 3.... and so on. So... one size 2 city would be just as productive as 2 size 1's...
Another alternative would be to reduce the proportion that the city square is valued so that growth had less steep decline and/or production and commerce had a more proportional growth.
There are a lot of options here...
---
Just a few random thoughts that may be of interest...
MrBaggins
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