This topic deserves a new thread, especially as Gattsuden and I will be hopefully producing some new urban overlays.
Jack said:
Mark E said:
Jack said:
Laurent said:
Jack said:
Laurent said:
Jack said:
Jack said:
areas of settlement/urbanisation as collections of little buildings which can form a range of city shapes, and (with each little house representing say 10,000 people, and perhaps little factories/smithies and commercial edifices to represent the varying sizes of the industrial and commercial sectors - like a scaled-down and simplified Sim City) a graphical representaion which refects the size/density/distribution of settlement?
or can't you be arsed with that?
do you just want simple one-square standard size cities like in Civ?
or can't you be arsed with that?
do you just want simple one-square standard size cities like in Civ?
I think your cocept is intriguing. However, I found the examples currently on your web page to be hard to discern from the terrain. Since cities need to be easily-resolved when placed on a wide range of terrain tiles, that isn't a trivial problem. Also, the coding infrastructure to handle something like that does not yet exist. But we did plan to do similar things for tile graphics for forests, where deforestation would show nearly-continuous thinning of trees. So I expect that the code to handle such things will be there at some point. However it's not a priority at the moment. That is why I expect Gary is asking for the traditional whole-tile cities for the moment. We will be using them for a significant amount of time I expect.
The idea of having Flora, Fauna and Urban overlays growing, spreading, changing organically is truly an original and exciting game feature if implemented.
There'll be implications for the military model as well as the economic model I imagin.
Gone are the days where you move a 1 square-filling mobile unit onto a 1 square-filling static unit (city) with two dimensional results, Bring on the polygon map and organic settlements!
{How would you attack a swathe of mountain villages or }
{scattered farmsteads! you'd need to really develop the Task }
{Force idea, so you could add mongol horde-style raids perhaps.}
{different strategies too for coastal and riparian linear }
{settlements. }
{I suppose you'd need to assign admin centres or city }
{centres, as you click and draw your internal administration }
{borders, so that there is some defined place for an enemy to }
{capture, or which could potentially revolt and set up as another}
{citystate or part of another nationstate. }
{ }
{I think this would be a fascinating break from Civ where you }
{have strategic wars instead of just one-on-one unit battles. }
{ }
{When campaigning against sparse settlements and straggly }
{areas of settlement, you could capture each building one by }
{one, and thus have a defined area of control on the map, and }
{even end up in a stalemate where a large city is divided }
{between enemies. }
{ }
{As for the issue of visibility of these tiny buildings, well , one }
{solution is to have an urban background overlay - it needn't be }
{solid either - a grey/brown tint. And for the houses use more }
{contrast and shadows - i'll amend them. }
There'll be implications for the military model as well as the economic model I imagin.
Gone are the days where you move a 1 square-filling mobile unit onto a 1 square-filling static unit (city) with two dimensional results, Bring on the polygon map and organic settlements!
{How would you attack a swathe of mountain villages or }
{scattered farmsteads! you'd need to really develop the Task }
{Force idea, so you could add mongol horde-style raids perhaps.}
{different strategies too for coastal and riparian linear }
{settlements. }
{I suppose you'd need to assign admin centres or city }
{centres, as you click and draw your internal administration }
{borders, so that there is some defined place for an enemy to }
{capture, or which could potentially revolt and set up as another}
{citystate or part of another nationstate. }
{ }
{I think this would be a fascinating break from Civ where you }
{have strategic wars instead of just one-on-one unit battles. }
{ }
{When campaigning against sparse settlements and straggly }
{areas of settlement, you could capture each building one by }
{one, and thus have a defined area of control on the map, and }
{even end up in a stalemate where a large city is divided }
{between enemies. }
{ }
{As for the issue of visibility of these tiny buildings, well , one }
{solution is to have an urban background overlay - it needn't be }
{solid either - a grey/brown tint. And for the houses use more }
{contrast and shadows - i'll amend them. }
About evolution of images: Note that I've already coded a class that lets a unit use different images as techs evolve. This could be reused for terrain, but tying the evolution of graphics to a tech would not be what we want for forest, though it might for cities (city styles).
I meant evolution in terms of City size and shape ( the area of land it covers and the shape of it - whether it curls round a beach, along a river, or radiates from a point absorbing other cities adjacent to it)... you start off with a celtic village of London or Paris, and over time more an more little buildings are added and after 2000 years you have a sprawling monster of a city... (catchez-vous mon drift?)
I got it. This has more or less been implemented in a CtP2 mod by the way (sprawling cities). I was just mentionning what's already coded and possible.
you mean this? http://apolyton.net/forums/showthrea...hreadid=105525
Well this is very similar to what I mean; you could have urban squares along a river or coast, or two or more cities merging, but it's still on the whole square scale.
the limitations with that is that it's still one city one square.
What I'm trying to describe has a different and more realistic scale, than the above Ctp2 mod.
I'm talking about a different approach where you display all habitiation on all tiles...
...including nomadic camps which could pop up one turn and then change to a caravan unit the next, and...
...a range of (maybe 4) population densities:
"scattered villages" (including single village or outpost)
"towns and villages" (a town with some nearby villages)
"city and villages (a city with villages and/or towns around it)
up to big "metropolises" (as big and sprawly as you like)
any merging of "cities" and "metropolises" called "conurbation."
The object is to create a map which bears more resemblance to what you might see in an Atlas of the world.
Well this is very similar to what I mean; you could have urban squares along a river or coast, or two or more cities merging, but it's still on the whole square scale.
the limitations with that is that it's still one city one square.
What I'm trying to describe has a different and more realistic scale, than the above Ctp2 mod.
I'm talking about a different approach where you display all habitiation on all tiles...
...including nomadic camps which could pop up one turn and then change to a caravan unit the next, and...
...a range of (maybe 4) population densities:
"scattered villages" (including single village or outpost)
"towns and villages" (a town with some nearby villages)
"city and villages (a city with villages and/or towns around it)
up to big "metropolises" (as big and sprawly as you like)
any merging of "cities" and "metropolises" called "conurbation."
The object is to create a map which bears more resemblance to what you might see in an Atlas of the world.
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