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  • Openciv3 - Regions

    Regions

    Created: May 23rd 2000
    Updated: -

    There has been popular demand for local government in the game. This section tries to satisfy that demand by creating a Region system. This is a description of that system. I will be updating it according to the discussion. From the beginning of the description you can see, when it was updated, and what was changed.

    Region is a restricted geographical area, that is a part of some civilization. The region has a certain level of independency. Every civilization has at least one region. Every growing civilization has to be divided to many regions. When the size of the region grows, severe penalties occur.

    The region system would make it easier to allow the small civs, that have been conquered by larger ones, to break apart; the small civ is merged to the larger one as a new region. The region will preserve its national identity for some time, depending on the situation.

    Each region should have at least one city, that is the region capital. All food and resources produced in the region are collected to the capital, and redistributed where they are needed. Regions produce taxes to the civ they are controlled by, in form of money, food, and resources. If a region hasn't got cities, they work somewhat inefficiently, since each tile works independently. Also if there isn't a capital, collecting taxes is very inefficient.

    The military units are hired, upkept and owned by the regions. Even if some region has some independency, the ruler could order the region to create certain units for his army.

    Regions can have different names, depending on the situation. Like: provinces, territories, states, colonies, protectorates etc.

    I hope I can update this soon. -amjayee

  • #2
    ^Bump^

    Comment


    • #3
      If you need more ideas on provinces, look at this thread:
      http://apolyton.net/forums/Forum6/HTML/001575.html

      I thought that I could at least help out a little...
      *grumbles about work*

      Comment


      • #4
        That's the general idea. The old Civ2 city based management would be replaced by a provinces (or whatever you opt to call it) system. Under the new system, all cities are tied to a province, which can be readjusted as you want. The province would be the functioning unit, with shared resources. Under this system you would manage a handful of provinces as opposed to hundreds of cities. Of course you would need a max cities ber provinces cap, or else things might get out of hand...

        Just my 2 cents.
        *grumbles about work*

        Comment


        • #5
          Thanks, Shadowstrike.

          Actually we are going to use provinces in stead of cities. Cities will really not have as great importance in the game. They will still exist, and they will usually be the capitals of provinces, but they wont be the economic and political entities we will be working with. This will in stead be individual hexes for some things (you would conquor one hex at a time mostly) but provinces for most things - ressources would be pooled together in the province etc.

          ------------------
          Vote Gore. For the sake of people, not god.

          GGS Website
          "It is not enough to be alive. Sunshine, freedom and a little flower you have got to have."
          - Hans Christian Andersen

          GGS Website

          Comment


          • #6
            Actually in our model the regions consist of certain amount of land, meaning tiles, and the cities just happen to be inside some region. So, cities are truly made much less important than in civ2. Cities are important, and they are completely different from ordinary "countryside", but you don't manage cities like earlier, but regions.

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            • #7
              I would like to add further, we differentiate between population that is "rural" and that which is "urban"
              So a tile with a really big urban population, you can assume there is a city there.
              etc etc

              ------------------
              The night is young and so are we... Let's make love and dance the night away
              - Debelah Morgan
              He's spreading funk throughout the nations
              And for you he will play
              Electronic Super-Soul vibrations
              He's come to save the day
              - Lenny Kravitz

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              • #8
                Stationary regions would work too. I like the urban/rural split... it increses realism.

                GGS could alternatively drop settlers altogether and ssign a certain amount of people to move to a new region, and cities would slowly emerge...
                *grumbles about work*

                Comment


                • #9
                  There will not be settlers (at least not like in civ2), instead cities are formed automatically where there are good conditions for a city. Like, important trading site, mining station, large garrisons... player might be able to affect the creation of cities at least indirectly. Perhaps it could be possible also to build a new city in a location of choice (at least in ancient times this was common) and the city would then flourish or not.

                  Comment


                  • #10
                    I think we're talking about the same thing, but not realizing it!

                    *grumbles about work*

                    Comment


                    • #11
                      And we wont have completely stationary regions, like Imperialism 2 has. Regions should be completely modifieable by the player or AI. You would just start with 1 populated hex, and then you could expand your civ. At some point it would propably give some inefficiency to have hexes really far from the regional capital (your civ capital), and you could divide your civ into two regions.

                      ------------------
                      "It would sharpen you up and make you ready for a bit of the old ultra-violence."
                      - A Clockwork Orange

                      GGS Website
                      "It is not enough to be alive. Sunshine, freedom and a little flower you have got to have."
                      - Hans Christian Andersen

                      GGS Website

                      Comment


                      • #12
                        I think you're right.

                        But now that we're discussing this subject anyway, is there any other ideas you have for region implementation, or other ideas for GGS?

                        You seem to have a good feeling with revolutionary ideas (ideas very different from anything in Civ2), which fits excellently with our visions for GGS, since that is what it will be.

                        ------------------
                        "It would sharpen you up and make you ready for a bit of the old ultra-violence."
                        - A Clockwork Orange

                        GGS Website
                        "It is not enough to be alive. Sunshine, freedom and a little flower you have got to have."
                        - Hans Christian Andersen

                        GGS Website

                        Comment


                        • #13
                          Well, if you're thinking of using the spontanous revolutions idea, there could be a "dissent" indicator per region, and it would fluctuate depending on the player's actions. Some provinces like military actions, other prefer trade, etc. Eventually, if it got too high, the provice would revolt and form their own civ. Events could drive this over in unexpected times, keeping the player from overextending themselves.
                          *grumbles about work*

                          Comment


                          • #14


                            Yup, we're planning on having that, at least in some form, too!

                            ------------------
                            "It would sharpen you up and make you ready for a bit of the old ultra-violence."
                            - A Clockwork Orange

                            GGS Website
                            "It is not enough to be alive. Sunshine, freedom and a little flower you have got to have."
                            - Hans Christian Andersen

                            GGS Website

                            Comment


                            • #15
                              I'd like to emphasize that the regions don't form a civ, they will _try_ that; that requires independence war, that you well might win. You would not just wake up one turn and notice that a region or even several of them have mystically independent, and all the military stationed there is lost. Things would be more complicated.

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