charon2112 charon2112

I wish the landscape worked like this...

I wish the landscape worked like this...

I really wish that the landscape and terrain had more to do with planning city layout.  As it is now, unless there's a resource nearby, the terrain is almost meaningless when it comes to planning your empire.  I'd like to illustrate my idea below.  In this screenshot is a city from my current game, you can see the cultural border to the left and top of the picture.  Also, to the Northwest of my city is a mountainous area, with some hills.  To the North is a little forest.  To the South is ocean.  All of this is within my ZOC.  I've marked three tiles in my screenshot for  ID purposes.  My idea is this.  I'd like to be able to click on the tile marked 'A' and build, say, a mine.  This mine would produce something, metal maybe, in the surrounding eight tiles.  It wouldn't have to be a lot, maybe a mountain would produce 0.3 per turn, and a hill 0.2 per turn.  So the total yield from that mine would be 1.8 (if my math is right), and maybe this could grow with certain tech researches.  Secondly, I'd like to be able to build a wood mill, or lumber shop, or something in the tile marked 'B'.  This would collect materials form the surrounding eight tiles that have forest in them in a similar fashion to the mine.  On the tile marked 'C', perhaps a fishery could be built, producing food from the water tiles within a one-tile radius.  

 

A system like this would completely change the way I think about city planning, you would have to really study the map, and find good spots for cities.  As it is now, I don't have to give any thought at all to where I place a city (assuming no resources), because the terrain on the map tiles means nothing at all.

 

Thank you.

 

25,206 views 52 replies
Reply #26 Top

Ahrimahn
End of quote

 

need to figure out what to do about terraform magic though.. i think i've destroyed a xtal tile by raising some land near it... yet a reload and after building the mine itself.. it stayed when i raised some other nearby land.

 

and not sure about forest thing as unlike other terrain.. you can't build up to them (well.. you can chop the surrounding forest i guess..)

 

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don't like the idea that having mines mean you can't have something else... because chances are you'll have all those resources spawned together in a clump!

 

besides.. i like my cities half square wide and a mile long XD i've linked my resources this way for quite a few cities.

Reply #27 Top

Without thinking to much of any consequences I REALLY REALLY like this idea. Resources would seem more natural.

 

:thumbsup:  2 thumbs up:thumbsup:

Reply #28 Top

Slightly off topic, but wouldn't it be more interesting if the landscape and resources shaped your civilization instead of just the cities? Examples:

* Civilizations from snowy areas have polar bear mounts with cold strike
* If you have an ore deposit within 5 squares from an Air shard, your weapons get a lightning strike bonus
* If you start near a large forest you get bonus movement in forests
* A volcano in your territory give kingdoms the ability to summon lava elementals, imps for empires

Each game would be different and the factions and their units would end up looking completely different as the game progresses.

Reply #29 Top

Quoting charon2112, reply 23

Quoting Heavenfall, reply 14I'm not sure I like this. This makes it so that you can get an abundance of resources from every part of the map, instead of having to focus cities on the few resources that exist.

What is there to stop this deteriorating into another case of "spawn a city every 5 tiles apart" aka city-spam?
 

I hear what your're saying, but isn't EWOM like that now?  Spam cities all over the map?  ...what I'd like to see though, is a system where I have to think about where to build the cities.  As it is now, barring there being a resource (of which there are far too few IMO), it doesn't matter where you build at all.  The terrain is meaningless.

 

I also understand what you're saying about the cataclysm, and the world is supposed to be empty and barren.  But my idea is that after your influence has spread, and you've healed the land, then you can use it's resources.

 

I just think this game needs some serious work as far as the empire building aspect goes.  Where you build your cities, and how the cities use the land has to matter.
End of charon2112's quote

City spamming would absolutely get WORSE, not better, with a system like what Op talks about. Then you'd need another arbitrary mechanic to prevent city-spam - like Civ5 had - that makes no sense and isn't fun to play with.

Reply #30 Top

City spamming would absolutely get WORSE, not better, with a system like what Op talks about. Then you'd need another arbitrary mechanic to prevent city-spam - like Civ5 had - that makes no sense and isn't fun to play with.
End of quote

That would be the consequence and yes there is always way to counter things and if we could think of a better way to keep city spamming to a minimum then yes this would work very nicely... Where is einstein when you really need him.

On a side note cities are far to easy to build and I don't care for the classic "pioneer, settler" method of making a city. Maybe a stat in the sovereign controls city expansions? Charisma perphaps? Or maybe a technology?

 

City Spam Prevention

-----

Poor Research Example:

Tribe Chieftain (Starting tech 2 towns max)

Village Elder (4 towns max)

Town Council (6 towns max) 

City Mayor (8 towns max)

State Governor (10 towns max)

Nations Senate (Late game tech Unlimited Cities or 12?)

(So you ask what if you conquer a town? Well given a certain amount of time you're either going to have to let it crumble, sack it, pillage, raze, or research a higher goverment because right now you're to boneheaded to handle more than handful of towns. The city would litteraly start to crumble....or maybe the city becomes independent and turns into a minor faction. or both? Gotta make it feel real right? The strong survive and the weak perish)

 

just my 2 cents.o_O

Reply #31 Top

Quoting Heavenfall, reply 29
City spamming would absolutely get WORSE, not better, with a system like what Op talks about. Then you'd need another arbitrary mechanic to prevent city-spam - like Civ5 had - that makes no sense and isn't fun to play with.
End of Heavenfall's quote
Increasing costs for increasing empire size (like Civ4 has -- using CivV as an example... *shudder*) is not arbitrary, plus it's realistic (this sort of realism isn't a bad thing it a fantasy strategy game, it's a good thing) and logical.

Could even use this to add a civics tech as Marks1381 mentions -- similar to the tech that reduces city maintenance costs).  As it is, Elemental could use a few more useful techs.

Reply #32 Top

This would undo all progress 1.1 made in eliminating city spam and it took some time to get this far.  Do we really want to go through THAT again?

Reply #33 Top

I think this idea fundamentally clashes with the spirit of a wilderness. I am not saying that the adventure techs are out of the question for spawing resources in better unison with the land, but if you want to drastically change the economy of the game, you need to think about making a mod.

Reply #34 Top

Quoting Nick-Danger, reply 31
Increasing costs for increasing empire size (like Civ4 has -- using CivV as an example... *shudder*) is not arbitrary, plus it's realistic (this sort of realism isn't a bad thing it a fantasy strategy game, it's a good thing) and logical.
Could even use this to add a civics tech as Marks1381 mentions -- similar to the tech that reduces city maintenance costs).  As it is, Elemental could use a few more useful techs.
End of Nick-Danger's quote

Both those examples are extremely arbitrary.

Still, I see no reason to replace a system that works, and fits the lore, with one that requires additional direct changes, and doesn't fit the lore.

Realistically, you won't see this change come through, for these precise reasons.

The good news is, what has been asked for in this thread is insanely easy to mod into the game - in fact, there is already a "lumbermill" mod.

Reply #35 Top

Quoting Heavenfall, reply 34
Both those examples are extremely arbitrary.
End of Heavenfall's quote
Increasing costs for increasing empire size is 'arbitrary'?  How so?

Realistically, it is how things are -- administering/coordinating/etc. large number of cities is more complex/costly.  Not including this is what's arbitrary.

The second part -- a tech to reduce said increasing costs -- is also realistic, as some forms of government are better at administering larger empires.

Still, I see no reason to replace a system that works, and fits the lore, with one that requires additional direct changes, and doesn't fit the lore.
End of quote
I'm not sure what you're referring to with the 'fits/doesn't fit with the lore' bit.  How does disassociating terrain from structures fit with the lore?  Are are you referring to costs not increasing with empire size fitting the lore?  Or...?  Please to explain.

As the OP points out, cities have no relationship to terrain, other than special resources.  Cities in deserts are identical to cities in lush plains which are identical to cities with thick woods.  That's missing a good chance to add another layer to the game, which it sorely needs.

If this was done well it could in itself contribute to controlling city spam -- especially in a world supposedly decimated and destroyed, as lore dictates, because decimated/destroyed land would not easily support cities, making suitable city locations rare, as opposed to now where decoupling terrain from structures allows willy-nilly city placement.

The good news is, what has been asked for in this thread is insanely easy to mod into the game - in fact, there is already a "lumbermill" mod.
End of quote
Heck, in early beta we could place lumberyards in woods, making city placement near woods desirable, so it was already in game and they took it out.  It was a nice feature and deserved to be expanded, not removed.

Reply #36 Top

I'm talking about the part where all life on the planet was nearly wiped out, and everything else left destroyed.

Reply #37 Top

I agree with Heavenfall on this. Also I don't think kingdoms/empires are very red tape heavy. As king/queen you wield absolute power and when you tell them to do something and it gets done. Also you can light people on fire, that tends to cut down on any bureaucracy getting in your way.

Reply #38 Top

I'm talking about the part where all life on the planet was nearly wiped out, and everything else left destroyed.
End of quote

If something is destroyed it doesn't mean you can't gather (scavenge) from it. As far as materials go anyways I mean all you need is a building that makes materials magically (workshop) so how is that any more lore than placing a material producing building next to a forest?

Hmm, IDEA *Light Bulb* So you know how the land starts out barren? You can't harvest from the Barren, hence a reason why your citys bring back life or in the empires case Creep? Which obviously they can harvest off their Creep because they're zerg, er undead.. ack, IMPERIALS 

Reply #39 Top

Quoting Ratatosk7, reply 37
I agree with Heavenfall on this. Also I don't think kingdoms/empires are very red tape heavy. As king/queen you wield absolute power and when you tell them to do something and it gets done. Also you can light people on fire, that tends to cut down on any bureaucracy getting in your way.
End of Ratatosk7's quote
Realistically, do you think controlling 100 cities would be as easy as 1, even for someone who can light people on fire (literally!)?

Fun should be the ultimate determiner, not realism of course, and what is considered 'fun' is personal, so this discussion isn't about right/wrong, but likes/dislikes.

The game just seems to lack depth, especially for a 'strategy' game.  Plopping down cities with no regard to terrain, except for special resources, isn't very 'strategic'.  If there was a plethora of other strategy options to compensate, that would be one thing, but there isn't (spells -- just need a few; most techs aren't necessary; a small stack of troops/heroes suffices to curbstomp the AI; etc.).

Reply #40 Top

Controlling city spam is very important, but I consider it a separate issue from what I'm talking about...which is simply that I want some strategy involved in where I place cities.  I want it to matter if it's a desert or forests, or plains, or grasslands.  Those things should affect a cities production.  Heavenfall, you said why replace a system that works, but I don't see the current system as working.  City spam is alive and well in 1.1, but it's even worse, because you spam cities for no reason.  The landscape is completely cosmetic.  There's no reason to place a city in any particular spot as opposed to any other particular spot.  I think there's a huge missed opportunity here, and it damages the empire building aspect of EWoM, which is a vital part of any TBS 4X game.

 

 

Reply #41 Top

Quoting seanw3, reply 33
I think this idea fundamentally clashes with the spirit of a wilderness. I am not saying that the adventure techs are out of the question for spawing resources in better unison with the land, but if you want to drastically change the economy of the game, you need to think about making a mod.
End of seanw3's quote

 

This

 

Anything that changes E:WoM into another generic 4x game is a bad thing in my opinion. There are a few things that make E:WoM different from the crowd and the resources idea is one of them. I don't really understand how city spamming to cover all areas except desert is any more strategic than putting cities near to actual resources.

Reply #42 Top

If the bonuses were to be relative (10% more materials, 10% more metal) that would give a sense of using the environment, without having to pursue city-spamming in every corner as you'd still rely on the world resources to build your cities. So you'd find a world resource, and then you'd consider where on the map close to that resource to build your city. If there's an iron ore mine, there's a decent chance that those mountains next to it will have a small amount in them too.

Just avoid civ's "one building on every tile, at the very least" crap.

 

Reply #43 Top

I'm with Heavenfall on this. I don't think a system like the OP would be good for the game, but this does show that city development needs something to make the environment more interactive. Having the strategic resources appear in their natural environment is a start.

I have all sorts of ideas that could work or suck. One is that you could build certain creature dwellings only on a specific tile. This could work for example so that by studying certain advanced techs, you can build one Troll Lair or Spiderling Camp per city in a forest tile that has at least four adjacent other forest tiles. This enables you to hire/train the relevant creatures to your army. Mountains and hills could have other such dwellings.

Anything to spice things up with the environment would do, really.

Voit jäädä sohvalle nukkumaan, tehään peti siihen. Ilmoittele sitten kun tiedät tarkemmin koska olisit tulossa niin osaan varautua.

Julkiset lopettaa kulkemisen huomenna jo 15:30. Voin tulla hakee sut autolla jos sulle sopii, tuolla on aika perseestä kävellä pidempiä matkoja. :)ne
Reply #44 Top

Believe me, I don't think that my little idea here is a perfect (or even great) solution, but I would like to see some kind of system implemented to make city placement somewhat strategic.  

 

Also, I don't mind a system put in place to control city spamming.  Increasing costs for cities would work and is perfectly fine for me.  It may be arbitrary, but I'd prefer an arbitrary city spamming control system to none at all.

Reply #45 Top

Perhaps we're talking a bit apples&oranges.

Right now, for 'materials' (brick, wood, stone, mortar, hides, cloth, etc.) all we have to do is make workshops (setting aside special resources).  Doesn't matter if we're in the middle of a desert, thick woods, rolling hills, or whatever -- it's all disassociated from the city terrain.  Same with food (for the garden we can eventually build).  All that differentiates one city from the next is special resources.

I think this concept could help control city spam, not increase it.  The world is supposed to be destroyed (tho that part of the game has pretty much been removed, as there is no longer even the pretense of needing essence to revitalize the land, and empires exist as easily on the destroyed land as kingdoms do on the revitalized), that should limit where cities (of both factions) could successfully exist.  Being able to plop down cities willy-nilly, with no regard to terrain, and having each being able to pump out pretty much unlimited materials via generic 'workshops' is what contributes to city spam.  Same with any city being able to build a garden.

Done 'right' (and I don't mean copying civ4, and I don't have the perfect answer on how to achieve 'right'), this could help control city spam (not all of in itself, but as one part of the control) and tie in the terrain with cities -- and being another way to achieve city specialization.

During beta the devs decided upon global resources, but that doesn't mean that all cities should be equal production-wise (again, setting aside special resources).  In fact, they still mention city specialization being a goal.  We can have global resources, and still have city resource specialization via terrain being important.

Reply #46 Top

I see pros and cons with this.

Pros:

1. It would make the enviroment more interactive.

2. Resources galore!

3. >>I'm a pretty pesemistic person so its difficult for me to think in this category.<<

Cons:

1.  More AI city-spamming.

2.  Improvement spamming

3. Faster way of reaching tile limit, especially on capital. (once those resources hit a city, the wall shadow incorporates them.)

4. Resources galore!  (Isn't a premise of the game that there are limited resources?)

5. Strategic value lessens as you can place a city anywhere and build improvements according to the surroundings.

Reply #47 Top

I agree that the game should start out with few resources and wilderness style. However it should be a wilderness that you eventually overcome and conquer outside of a dragon or elemental lord type spawn. Early game you should be at the mercy of the wilderness, working on fortifying your position and getting the basics setup using goodie huts to give a boost. Midgame you should be looking to start dealing with neighbors through diplomacy (not really implemented yet imho) or war. Late game you should be master of the wilderness and strictly dealing with the other near-demigods and their empires/kingdoms.

 

Just because the game starts 100 years after a cataclysm (which I like a lot btw) doesn't mean the world needs to stay empty and boring the whole damn game. Eventually as your kingdom grows they should be able to take advantage of the enhanced land within your borders. Otherwise you just get this lame mechanic that makes the ground look pretty and somehow gives you a combat bonus for fighting on grass.

Reply #48 Top

Quoting Heavenfall, reply 29



Quoting charon2112,
reply 23

Quoting Heavenfall, reply 14I'm not sure I like this. This makes it so that you can get an abundance of resources from every part of the map, instead of having to focus cities on the few resources that exist.

What is there to stop this deteriorating into another case of "spawn a city every 5 tiles apart" aka city-spam?
 

I hear what your're saying, but isn't EWOM like that now?  Spam cities all over the map?  ...what I'd like to see though, is a system where I have to think about where to build the cities.  As it is now, barring there being a resource (of which there are far too few IMO), it doesn't matter where you build at all.  The terrain is meaningless.

 

I also understand what you're saying about the cataclysm, and the world is supposed to be empty and barren.  But my idea is that after your influence has spread, and you've healed the land, then you can use it's resources.

 

I just think this game needs some serious work as far as the empire building aspect goes.  Where you build your cities, and how the cities use the land has to matter.


City spamming would absolutely get WORSE, not better, with a system like what Op talks about. Then you'd need another arbitrary mechanic to prevent city-spam - like Civ5 had - that makes no sense and isn't fun to play with.
End of Heavenfall's quote

I don't think city spamming would get worse if they put some kind of limit on cities.  Since adding population as a resource I think it would be justifiable to make cities limited by population.  Something like for every x amount of people you can have 1 extra city because now you have the population needed to start a new colony which is kind of realistic.  This will also strengthen the fact that it is important to focus on city building rather than shitting out settlements.

Only issue you might run into is food management, but if settlements are being limited it leaves less of the map not covered in faction influences, which gives greater concern to guarding borders for random spawns and also leaves the map open for exploration.  This fact alone would make placing settlements more strategic in the end.

Reply #49 Top

Put the resource nodes in terrain that makes sense and ... voila!  a compromise.