To return where I left off...
I agree with much of what Amjayee wrote in his first post (January 9th).
In his #4 I think the 2nd option, population of each tile, should be best. But on the other hand I can imagine if it would not mean much improved gameplay. Especcially since I agree that interregional migration should most likely be restricted to rural to urban migrations and vice versa, and then some algorithm handling the growth or lack thereof of the cities in the region.
For the beginning of the game issue I believe that the player should start with just one hex. His region, his capital. At least that should be so if the player starts at the beginning of the tech tree.
I think that in the beginning the size of regions should be very, very small. So if the player is just a bit expansionistic he will need to split his civ into more regions pretty soon.
I think regions would be conquored hex by hex. When the capital is conquored the region should go into "riot" mode or something, which will mean that the rest of the region would be easily conquored. Then the army could be ordered to use one turn to conquor all the hexes within it's action range. This would hurt the army a bit, but this amount would be severely reduced if the region is in riot mode. This would make conquest realistic, and still use Amjayee's brilliant unit system to make it fun as well.
Yes, I think this would be a pretty good solution. But the player should still not build too much. Farming areas, for examble, should be built by the people via the econ model. The player could in stead build watering systems. I think we should try to keep the game realistic in this area, and avoid too much micromanagement. With 1,000 hexes in my civ I don't want to have to build thing hex by hex. And even if we have advisors as well people will not use them, since they will never be as good as the player. Look at SMAC. It had automated engineers (or whatever they were called), but out of all the people I have talked to I am the only one that used them. Simply because people want hands on. This is why I think we should keep the micromanagement in this area out of the hands of the player. Roads, fortifications and watering systems can be player built (although the last one would propably be built by the people later in the game), but the rest should be done on a more national and regional level.
Yes, I agree here. Only we have to store where in the region people live, and whether they are rurals or urbans.
Vet:
What? You don't want migration at all? How can you want that? It doesn't have to be tricky to make. Like Elmo wrote, migration is one of the most important aspects of human history, and therefore way too important to not include.
Dynamic all the way. Predefined are dumb. Really dumb.
Elmo:
Region creation:
regions should be player made. But obviously the player would only decide the regional borders within his civ. His outer borders would be handled by who controls the area, and would mostly be changed by moving units around. Changing regional borders should propably mean a smaller expence on your budget, so it will not be something you would do each turn. Not at all. But still the player should be able to change regions if there was a reason for it.
Actually reading Leland's suggestion I have come to the conclusion that it is a lot like what I had in mind. The only thing is, that I think regions should still be the economic unit of the game, so cities within the same region (and hexes within the same region) would share ressources automatically. This would make things less complicated than having loads of cities exploiting and trading with each other. Just pool ressources in the region, and do everything on a regional level.
What I agree most with is the thing you wrote about the amount of management required should not increase with the size of the civ. And to do that hex per hex improvement building can not work.
Hi S. Kroeze. As always it is good to hear from you.
Good questions. I don't think they can all be answered at this point in time, but we can try. I agree pretty much with Leland's answers, but still I will try to answer for myself as well.
Quite important. Realism is one of the key aspects of the game. Many games are trying to find a good place somewhere between realism and a good gameplay. But to me a key philosophy of GGS is, that realism is fun. Realism would make a fun gameplay. Ruling a civ through history would be fun. Therefore I think that we will be copying history to a large extend, and then go away from realism in areas where it would just not be fun - like managing 500 cities.
I hope the game will support around 100 players. The normal max number of regions per civ would most likely be around 20 or 30, so an average just below 10 sounds reasonable. So that would be little below 1000 regions in an average game. That is, in the end game. Earlier on there would be fewer, obviously. The amount of cities I just don't know. I think cities should have little economical and political importance in the game, since there will just be so many of them. So maybe 10,000 cities in a modern world. This is the reason why to me we can not go with a citybased model.
I agree with Leland here. It has to be relative to the tech level.
I hope to make this player defined. Some players might want to play the game from the dawn of time, which would be perhabs 8000 BC or something. Others, and these include me, would rather have the action come fast, and to them the game could start perhabs 2000 BC. At that point cities and civs already exist, but nothing big has happened really.
Yes.
Leland:
YES! Although I have nothing against drawing regional borders on the map this is just about excactly what I had in mind!
Pretty much I agree with everything you have written in your last post.
Amjayee:
I agree here. Regions should be the place where things are done, as I have always thought. Ressources would be pooled within the region, and intraregional trade would be completely automatic, and not even handled as trade. Otherwise trade would be done on an interregional level, with trade routes from capital to capital, shipping costs reducable by infrastructure etc. International trade should be done in the same way. Only here the player would have more reasons to want to control the trade.
------------------
"If I sink to the bottom I can run to the shore!"
- Homer J. Simpson
GGS Website
I agree with much of what Amjayee wrote in his first post (January 9th).
In his #4 I think the 2nd option, population of each tile, should be best. But on the other hand I can imagine if it would not mean much improved gameplay. Especcially since I agree that interregional migration should most likely be restricted to rural to urban migrations and vice versa, and then some algorithm handling the growth or lack thereof of the cities in the region.
For the beginning of the game issue I believe that the player should start with just one hex. His region, his capital. At least that should be so if the player starts at the beginning of the tech tree.
I think that in the beginning the size of regions should be very, very small. So if the player is just a bit expansionistic he will need to split his civ into more regions pretty soon.
I think regions would be conquored hex by hex. When the capital is conquored the region should go into "riot" mode or something, which will mean that the rest of the region would be easily conquored. Then the army could be ordered to use one turn to conquor all the hexes within it's action range. This would hurt the army a bit, but this amount would be severely reduced if the region is in riot mode. This would make conquest realistic, and still use Amjayee's brilliant unit system to make it fun as well.
| quote: I thought of a new cool idea: what if we have only one "official" city per region - the capital. Players build these. Then, instead of the old city and tile improvements, we would build region improvements! So, we could "build" farming areas, mining posts, harbors and fishing towns, military bases etc. - perhaps you could just build "living areas" at some point. Those could grow to have urban population, and would show like that on map, but wouldn't officially be cities. Also, players would build roads, tradin posts, things like that. |
Yes, I think this would be a pretty good solution. But the player should still not build too much. Farming areas, for examble, should be built by the people via the econ model. The player could in stead build watering systems. I think we should try to keep the game realistic in this area, and avoid too much micromanagement. With 1,000 hexes in my civ I don't want to have to build thing hex by hex. And even if we have advisors as well people will not use them, since they will never be as good as the player. Look at SMAC. It had automated engineers (or whatever they were called), but out of all the people I have talked to I am the only one that used them. Simply because people want hands on. This is why I think we should keep the micromanagement in this area out of the hands of the player. Roads, fortifications and watering systems can be player built (although the last one would propably be built by the people later in the game), but the rest should be done on a more national and regional level.
| quote: The whole region would be considered as one large city. |
Yes, I agree here. Only we have to store where in the region people live, and whether they are rurals or urbans.
Vet:
| quote: Emigration Can you give examples of functionality for this? How would E between regions look like, how often would it occur and what would player be able to do about it? I dont think it is a good idea but lets see. |
What? You don't want migration at all? How can you want that? It doesn't have to be tricky to make. Like Elmo wrote, migration is one of the most important aspects of human history, and therefore way too important to not include.
| quote: Borders are problematic. There are either predefined borders, or dynamic ones. Dynamic ones can be changes by player or population. |
Dynamic all the way. Predefined are dumb. Really dumb.
Elmo:
Region creation:
regions should be player made. But obviously the player would only decide the regional borders within his civ. His outer borders would be handled by who controls the area, and would mostly be changed by moving units around. Changing regional borders should propably mean a smaller expence on your budget, so it will not be something you would do each turn. Not at all. But still the player should be able to change regions if there was a reason for it.
Actually reading Leland's suggestion I have come to the conclusion that it is a lot like what I had in mind. The only thing is, that I think regions should still be the economic unit of the game, so cities within the same region (and hexes within the same region) would share ressources automatically. This would make things less complicated than having loads of cities exploiting and trading with each other. Just pool ressources in the region, and do everything on a regional level.
What I agree most with is the thing you wrote about the amount of management required should not increase with the size of the civ. And to do that hex per hex improvement building can not work.
Hi S. Kroeze. As always it is good to hear from you.
Good questions. I don't think they can all be answered at this point in time, but we can try. I agree pretty much with Leland's answers, but still I will try to answer for myself as well.
| quote: -How important is realism to you; generally and on the issue of cities, regions and their mutual relation? |
Quite important. Realism is one of the key aspects of the game. Many games are trying to find a good place somewhere between realism and a good gameplay. But to me a key philosophy of GGS is, that realism is fun. Realism would make a fun gameplay. Ruling a civ through history would be fun. Therefore I think that we will be copying history to a large extend, and then go away from realism in areas where it would just not be fun - like managing 500 cities.
| quote: -How many regions will your game world on average contain? -How many cities will your game world on average contain? |
I hope the game will support around 100 players. The normal max number of regions per civ would most likely be around 20 or 30, so an average just below 10 sounds reasonable. So that would be little below 1000 regions in an average game. That is, in the end game. Earlier on there would be fewer, obviously. The amount of cities I just don't know. I think cities should have little economical and political importance in the game, since there will just be so many of them. So maybe 10,000 cities in a modern world. This is the reason why to me we can not go with a citybased model.
| quote: -How many people should inhabit a town at least to make it 'technically' a city? |
I agree with Leland here. It has to be relative to the tech level.
| quote: -At what time of history will the game start? |
I hope to make this player defined. Some players might want to play the game from the dawn of time, which would be perhabs 8000 BC or something. Others, and these include me, would rather have the action come fast, and to them the game could start perhabs 2000 BC. At that point cities and civs already exist, but nothing big has happened really.
| quote: -Do you intend to introduce nomadic people(s) to the game? |
Yes.

Leland:
| quote: Gameplay: The player would not handle cities directly, he would see them on the map but could only interact with regions. Regionalizing the civ would happen by choosing appropriate cities from the map: choosing a large city will automatically include all the smaller cities under it's influence, so this will not require as much work from the player as would, for instance, drawing borderlines on the map. There will be no city screens, and if there are they are purely informational. Cities are more of an underlying structure that is abstracted by regions. I don't think this will cause any trouble to the player, only that he sees the world as a more lively place with cities rising, growing and dying out, and that he would be able to visualize the nuts and bolts of the economy (one city producing minerals, the other one using the minerals to produce commodities and a third city trading the commodities elewhere). |
YES! Although I have nothing against drawing regional borders on the map this is just about excactly what I had in mind!
Pretty much I agree with everything you have written in your last post.
Amjayee:
| quote: Having lots of cities with complicated relations might become a little too complex, without adding very much to the game. So I really suggest having improvement - kind of cities, with some spontaneity in them, and making them always subordinate to the region capital. You would build cities, or encourage their spawning spontaneously. There would be some interaction between the cities, but basically you would handle resources region-wise. Trade would be another matter, but basically it benefits would also be handled region-wise. This would be easy to do, and besides, this is how things have been for most of history; strong centralized government. |
I agree here. Regions should be the place where things are done, as I have always thought. Ressources would be pooled within the region, and intraregional trade would be completely automatic, and not even handled as trade. Otherwise trade would be done on an interregional level, with trade routes from capital to capital, shipping costs reducable by infrastructure etc. International trade should be done in the same way. Only here the player would have more reasons to want to control the trade.
------------------
"If I sink to the bottom I can run to the shore!"
- Homer J. Simpson
GGS Website

You would deserve it no doubt.

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