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View Poll Results: Are you satisfied with the way ICS is dealt with in Civ III?
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It is just perfect.
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13 |
14.44% |
It is good, I would add some minor tweaks.
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33.33% |
It is not good, we need a complete overhaul of the idea
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20.00% |
I like Culture, but I would like to see some other way to combat ICS
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14.44% |
banana
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17.78% |
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July 12, 2004, 12:54
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#151
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Emperor
Local Time: 11:40
Local Date: November 2, 2010
Join Date: Jan 2002
Posts: 7,017
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Quote:
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Originally posted by Arrian
In response to Dominae's 2nd idea:
I'm not sure I like the idea of having the city tile itself have much of an effect besides possibly happiness (which in turn could have an effect on other things). Building on a desert tile, IMO, should not directly effect production. But indirectly, because the people are pissed off you plunked them down in a desert, it wouldn't be as good as a city built on grassland next to a river.
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Just to clarify my idea: it's not the city's tile alone that would contribute toward the "quality" rating of that tile, but it and the 20 (21?) surrounding ones. So if you build on a Desert the city could very well be productive if the tiles surrounding it are really good (it would be better if that Desert tile were a Grassland, but not by much).
I'm not a big fan of directly relating terrain to happiness as you propose; it's a bit counter-intuitive (see MOO and GalCiv). It makes sense that terrain should directly affect production. Population problems should be kept seperate and be dealt with seperately. In other words, you've settled in a fertile/productive area, but unless you keep your populace happy, you'll lose control; the people are not going to be happy by default just because there are some great iron ore mines next to their homes.
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And her eyes have all the seeming of a demon's that is dreaming...
Last edited by Dominae; July 12, 2004 at 15:09.
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July 12, 2004, 14:16
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#152
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Local Time: 17:40
Local Date: November 2, 2010
Join Date: Jul 1999
Location: Gent, Belgium
Posts: 10,712
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Would simply changing population growth so that growing from eg size 7 to size 8 requires the same number of food as growing from size 1 to size 2 (instead of 7->8 requiring 80 food and 1->2 20 food) solve ICS?
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Contraria sunt Complementa. -- Niels Bohr
Mods: SMAniaC (SMAC) & Planetfall (Civ4)
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July 12, 2004, 14:35
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#153
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Deity
Local Time: 16:40
Local Date: November 2, 2010
Join Date: Dec 1969
Location: Seouenaca, Cantium
Posts: 12,426
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No.
Consider that each population growth requires the same amount of excess food - 20 food lets say - to grow. Also assume the excess food per tun is a fairly standard at 2 so that a city's pop will increases by one every ten turns. A size 1 will double population in ten turns. A size 10 will double in 100 turns. That is, even with a constant food box size 10 size 1's are 10 times more useful than a single size 10.
In order to eliminate food growth advantages the food box size would have to decrease as an inverse function of size. e.g 100/X where X is the city size. A size 1 has a food box of 100 to fill, a size 2 has a food box of 50 to fill, a size 4 has 25, a size 10 has a food box of 10 to fill.
I would welcome this ammendment to the classic model, but I think it will have its detractors due to its counter-intuitive feel of less food for more people.
__________________
"Everybody knows you never go full retard. You went full retard man. Never go full retard"
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July 12, 2004, 14:35
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#154
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Deity
Local Time: 11:40
Local Date: November 2, 2010
Join Date: Jul 2001
Location: Kneel before Grog!
Posts: 17,978
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Dom,
Hmm, ok, I went too far with the happiness-based-on-terrain thing. However, now I'm a little confused as to what you're proposing.
This
Quote:
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In other words, you've settled in a fertile/productive area, but unless you keep your populace happy, you'll lose control; the people are not going to be happy by default just because there are some great iron ore mines next to their homes.
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sounds like a description of how things are now (CivIII). How would the "quality rating" come into play here? A city built in the middle of a desert in CivIII is going to suck (unless you're agricultural) compared to a city on a river with cows and other juicy terrain. Would the rating just amplify that?
Manaic - I agree that the change in food box size (to the extent that food is still going to be the driving force in pop growth) could be removed to provide less reason for ICS.
But I'd rather have population growth be fundamentally changed (though I'm not exactly sure how), and have food simply be one component of it. It would be interesting to try and have really high pop growth be a problem. Anyway, that's going off-topic, and I haven't thought it through.
-Arrian
__________________
grog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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July 12, 2004, 14:53
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#155
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Local Time: 17:40
Local Date: November 2, 2010
Join Date: Jul 1999
Location: Gent, Belgium
Posts: 10,712
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I see what you mean, but:
Quote:
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Originally posted by Dauphin
Also assume the excess food per tun is a fairly standard at 2 so that a city's pop will increases by one every ten turns.
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Is that assumption true? If there are tiles that produce more than 2 food, wouldn't it be better for fast population growth to have all those tiles being worked by one big city instead of by a few small cities? Just a wild guess though, as I haven't done the math.
__________________
Contraria sunt Complementa. -- Niels Bohr
Mods: SMAniaC (SMAC) & Planetfall (Civ4)
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July 12, 2004, 14:59
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#156
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Deity
Local Time: 16:40
Local Date: November 2, 2010
Join Date: Dec 1969
Location: Seouenaca, Cantium
Posts: 12,426
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The actually excess food doesn't matter, it could be 1 or 100. I chose two to keep the maths basic. If food box sizes are the same size for all cities then the amount of excess food doesn't impact on the relative growth rates.
__________________
"Everybody knows you never go full retard. You went full retard man. Never go full retard"
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July 12, 2004, 15:18
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#157
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Local Time: 17:40
Local Date: November 2, 2010
Join Date: Jul 1999
Location: Gent, Belgium
Posts: 10,712
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I don't understand why it wouldn't make a difference.
I mean the larger the city becomes, the larger the food surplus should become. Not simply eg increasing the food surplus of all cities, both large and small, equally.
Suppose:
Food box of 20 to fill.
Each tile produces 3 food. 2 food is used for population maintenance. 1 is surplus.
10 size 1 cities with 1 food surplus (suppose too there is no base tile worker producing food)
=> 20 turns to double all to size 2.
1 size 10 city with 10 food surplus
=> 20 turns to double to size 20. Or even less since after two turns the city has grown to size 11, the food surplus becomes 11 instead of 10.
Would this not more or less have the same result as you would seek by suggesting this:
Quote:
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In order to eliminate food growth advantages the food box size would have to decrease as an inverse function of size. e.g 100/X where X is the city size. A size 1 has a food box of 100 to fill, a size 2 has a food box of 50 to fill, a size 4 has 25, a size 10 has a food box of 10 to fill.
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?
My suggestion wouldn't have a as you say counter-intuitive feel of the more people, the less food needed to grow. It would require most tiles producing more than two food though, so that about each produces a surplus.
__________________
Contraria sunt Complementa. -- Niels Bohr
Mods: SMAniaC (SMAC) & Planetfall (Civ4)
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July 12, 2004, 16:26
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#158
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Deity
Local Time: 16:40
Local Date: November 2, 2010
Join Date: Dec 1969
Location: Seouenaca, Cantium
Posts: 12,426
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Oh right, you are talking individual tiles, I was talking the city overall surplus. Your system would work aswell, in fact it would work better.
__________________
"Everybody knows you never go full retard. You went full retard man. Never go full retard"
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July 12, 2004, 16:30
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#159
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Deity
Local Time: 16:40
Local Date: November 2, 2010
Join Date: Dec 1969
Location: Seouenaca, Cantium
Posts: 12,426
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Yeah, increase the food box size, but increase the average food per tile (so that its greater than the amount of consumed food per labourer) and you get around the ICS problems related to growth bonuses a great deal. Because then growth is a function of city size and number of cities and not just of number of cities.
__________________
"Everybody knows you never go full retard. You went full retard man. Never go full retard"
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July 12, 2004, 23:23
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#160
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Emperor
Local Time: 11:40
Local Date: November 2, 2010
Join Date: Jan 2002
Posts: 7,017
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Quote:
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Hmm, ok, I went too far with the happiness-based-on-terrain thing. However, now I'm a little confused as to what you're proposing. This... sounds like a description of how things are now (CivIII).
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Yup, I'm quite happy with how Civ3 seperates production and happiness. It's you not me that brought happiness into this discussion in the first place.
Quote:
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A city built in the middle of a desert in CivIII is going to suck (unless you're agricultural) compared to a city on a river with cows and other juicy terrain. Would the rating just amplify that?
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Yes, as I described it, the quality rating would amplify the economic benefits that a city already (in Civ3) gets for just exploiting good tiles. But my idea was not so much to make amazing cities better, but to penalize players for ICS-ing (more specifically, placing cities without consideration for their long-term growth). I was thinking that the penalties would be greater than the benefits with respect to the quality rating. This sounds complicated but it's not, so here's an example:
Bonuses:
Every Bonus Grassland: +1 quality
Every non-Food Bonus Resource: +1 quality
Every Food Bonus Resource: +2 quality
Every River-adjacent tile: +0.25 quality
Tile is fresh water adjacent (no Aqueduct needed): +2 quality
Penalties:
Every Marsh, Jungle or Tundra tile: -2 quality
Every Desert: -1 quality
Every Mountain: -0.5 quality
Every native city within 3 tiles: -5 quality
Every foreign city within 3 tiles: -7 quality
Every native city within 2 tiles: -7 quality
Every foreign city within 3 tiles: -10 quality
Modifiers:
City center tile: +100% of that tiles quality rating
Distance 1 from city center: +25%
Distance 2 from city center: 0%
What the game would then do is calculate the quality of every single tile in the game that a Settler could found a city on. Based on that tile's quality, the city would either have normal/standard production, a production penalty (say, in levels of 10% loss on everything), or in rare cases a production bonus (for those amazing city-sites).
Note that a similar calculation is done in Civ3 to make the AI decide where it wants its cities (sometimes you can guess where it's Settler is going to go...basically it maximizes access to good tiles, without too much overlap with other cities).
As I hope you can see, the idea here is to "encourage" the human player not to ICS by making it prohibitively expensive to do so. A nice side effect is that city placement becomes a lot more interesting, as you try to maximize the bonuses and minimize the penalties as briefly outlined above. What you would definitely not see in such a scheme, something I would be very happy about, is players placing cities in a set pattern (3-tile, etc.) just to use every tile within their borders. To a much greater extent than in Civ3, the lay of the land would dictate where you place your cities.
...but Firaxis is probably cooking up some better scheme, so I'll stop here.
__________________
And her eyes have all the seeming of a demon's that is dreaming...
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July 12, 2004, 23:37
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#161
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Emperor
Local Time: 11:40
Local Date: November 2, 2010
Join Date: Jan 2002
Posts: 7,017
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Quote:
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Originally posted by Dauphin
In order to eliminate food growth advantages the food box size would have to decrease as an inverse function of size. e.g 100/X where X is the city size. A size 1 has a food box of 100 to fill, a size 2 has a food box of 50 to fill, a size 4 has 25, a size 10 has a food box of 10 to fill.
I would welcome this ammendment to the classic model, but I think it will have its detractors due to its counter-intuitive feel of less food for more people.
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I also think it would make for bad gameplay. Waiting forever for your first city to grow would simply not do for casual players. Furthermore, with such rapid growth rates at high cities sizes, the game would spiral out of control sometime in the mid-game; remember that as the game progresses, you get "more" stuff (that's the nature of Civ), so if stuff costs less as you progress you're going to end up with more stuff than you can handle attention-wise.
__________________
And her eyes have all the seeming of a demon's that is dreaming...
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July 13, 2004, 01:10
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#162
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Deity
Local Time: 23:40
Local Date: November 2, 2010
Join Date: May 1999
Location: The City State of Noosphere, CPA special envoy
Posts: 14,606
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Quote:
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Originally posted by Dauphin
I thought you were a proponent of cities appearing without the control of the player.
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Absolutely. Please note that both of your examples did not arise from people gathering in one area on their own accord.
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(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
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July 13, 2004, 01:19
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#163
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Deity
Local Time: 23:40
Local Date: November 2, 2010
Join Date: May 1999
Location: The City State of Noosphere, CPA special envoy
Posts: 14,606
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Quote:
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Originally posted by Dauphin
Consider that each population growth requires the same amount of excess food - 20 food lets say - to grow. Also assume the excess food per tun is a fairly standard at 2 so that a city's pop will increases by one every ten turns. A size 1 will double population in ten turns. A size 10 will double in 100 turns.
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That's a difference between a size 20 and a size 2 city.
Quote:
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Originally posted by Dauphin
That is, even with a constant food box size 10 size 1's are 10 times more useful than a single size 10.
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You forgot one thing, even in the current rules, you need to build Settlers which decreases the population in a city.
Suppose you need 2 population points for a Settler, that means you have to wait 20 turns before building a Settler, which will in turn take, hmm, say 10 turns. That's 30 turns before you have a second city. Even if you do nothing but build Settlers for all your cities, it will take 4*30 = 120 turns before you have 16 cities.
__________________
(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
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July 13, 2004, 01:22
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#164
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Deity
Local Time: 23:40
Local Date: November 2, 2010
Join Date: May 1999
Location: The City State of Noosphere, CPA special envoy
Posts: 14,606
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Quote:
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Originally posted by Dominae
Yes, as I described it, the quality rating would amplify the economic benefits that a city already (in Civ3) gets for just exploiting good tiles.
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But quality should involve more than just economic growth.
I am against adding huge number of ad-hoc modifications to the existing model to make it work. That only means the model is broken and a new one needs to be created.
__________________
(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
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July 13, 2004, 02:29
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#165
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Prince
Local Time: 10:40
Local Date: November 2, 2010
Join Date: Jun 2004
Posts: 493
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Quote:
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Originally posted by Urban Ranger
Absolutely. Please note that both of your examples did not arise from people gathering in one area on their own accord.
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But they HAPPENED, and they happened for good reasons.
Your system would remove the possibility of duplicating something that really happens, with no real benefit. Again, if you can't cause cities to form close together in your proposal then you are effectively increasing the minimum city distance. Of course, the easiest and most effective system is simply increasing the minimum distance between cities, but most people are against this for some reason.
I don't think it is a good idea to have potentially massive penalties for building a city on bad terrain (beyond the terrain itself). This would make somewhat bad starting locations even worse, and in general make it very difficult to balance starting locations.
If you want some sort of benefit/hindrance to building cities close together, then have a penalty only for overlapping squares. Perhaps each square a city has in its resource radius that overlaps another city, there would be a happiness or corruption/waste penalty. Or, better yet, perhaps there would be a growth penalty (which works best if growth is seperate from food production).
The penalty should be fairly small for a 1-2 square overlap, but get larger fairly quickly for much bigger ones.
Hmm, I suppose it would be nice to add an additional clause; that there is no penalty if the city is using every square in its radius (so you can have smaller, "filler" cities later on), but it isn't a big deal.
Anyhow, whatever the system is it should work to combat the ICS problem only, and curb other aspects of city selection and building as little as possible. You don't need more penalties for building a city in a bad location (poor growth, production, etc will cover that).
-Drachasor
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July 13, 2004, 04:41
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#166
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Deity
Local Time: 16:40
Local Date: November 2, 2010
Join Date: Dec 1969
Location: Seouenaca, Cantium
Posts: 12,426
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Quote:
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Originally posted by Urban Ranger
Absolutely. Please note that both of your examples did not arise from people gathering in one area on their own accord.
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You are for players not controlling city placement, but then give a thumbs up to players choosing where to place their cities.
You are for both? I obviously don't understand your position properly.
__________________
"Everybody knows you never go full retard. You went full retard man. Never go full retard"
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July 17, 2004, 23:16
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#167
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King
Local Time: 09:40
Local Date: November 2, 2010
Join Date: Dec 2003
Posts: 1,015
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Here's a super simple solution:
Have the base square output relate directly to the population. A size 1 base would produce 1 of everything in the base square, a size 2 base 2 of everything, and so on. Also, have the nutrient requirement for gaining a pop point the exact same at all population levels. That would actually be simpler than the current model. There could also be improvements that have their effectiveness increase as a city's population grows. Like maybe an improvement that gives +50% output in the base square. Let there also be a happiness penalty for having a base within another base's radius.
I think these simple modifications would greatly help the ICS problem.
__________________
Civ IV is digital crack. If you are a college student in the middle of the semester, don't touch it with a 10-foot pole. I'm serious.
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July 18, 2004, 00:24
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#168
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Deity
Local Time: 11:40
Local Date: November 2, 2010
Join Date: Feb 2001
Posts: 21,822
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Quote:
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Originally posted by Dauphin
You are for both? I obviously don't understand your position properly.
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It's UR. He doesn't have to have a consistent position.
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[Obama] is either a troll or has no ****ing clue how government works - GePap
Later amendments to the Constitution don't supersede earlier amendments - GePap
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July 18, 2004, 04:36
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#169
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Prince
Local Time: 10:40
Local Date: November 2, 2010
Join Date: Oct 1999
Location: Louisiana
Posts: 808
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Quote:
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Originally posted by Dominae
...but Firaxis is probably cooking up some better scheme, so I'll stop here.
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Now THAT is FUNNY!
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December 12, 2005, 03:12
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#170
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Emperor
Local Time: 01:40
Local Date: November 3, 2010
Join Date: Nov 2003
Posts: 2,988
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December 12, 2005, 03:48
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#171
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Chieftain
Local Time: 23:40
Local Date: November 2, 2010
Join Date: Dec 2002
Location: Australia, Perth
Posts: 92
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the way i see it... ICS is encouraged in civ4. you are always benefitted with stuff for havig lots of cities (as long as they have a good distance between each other so they dont overlap and you can get some resources)
HOWEVER
at later game difficulties, it becomes increasingly hard to actually sprawl at the begginning of the game. on prince, any more than 6 cities at the start and you will fall behind deep if you don't spend some time on workers very soon!
i tried building 9 cities once, by the time the 9th built a settler my units started dying off and i had 0% funds for research.
so the outcome:
the system forbids quick ICS, but still encourages it! so you'd have to be very skilful to execute it! which is ok, but ther should be more rewards for having huge cities.
one of the things i found is, if you don't have any productive land, you won't have production.. you should ALWAYS have a good amount of that in a large city
i think each citizen in a city should automatically produce 1 shield(hammer) that way a size 12 city would produce about 30 hammers whereas a size 3 would only do 4-5 (terrain included)
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December 12, 2005, 15:48
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#172
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Settler
Local Time: 10:40
Local Date: November 2, 2010
Join Date: Oct 2005
Posts: 23
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Personally, I'd like to see less penalties for large, well developed cities.
Right now in Civ4 large cities have increased unhappiness and well developed cities lead to huge economic losses from upkeep.
So as a change suggestion:
I like having the "overflow" shields idea. If I have the city set to produce endless axemen and it would be possible for my city to make 2 in 1 turn, then it should make 2 in 1 turn.
I like the idea of incrementally increased production (2 pop is more effecient than 2 sets of 1 pop).
As far as costs go: Make cities have a "base" cost but remove the cost for improvement upkeep. Have this base cost be a sliding scale based on size-of-empire. Call the "bureaucracy cost" or whatever. 1 city costs 1 gold, 2 cities cost 3 gold, etc. That way ICS becomes a death spiral strategy, since your tiny cities increase the bureaucracy cost without adding enough income to offset it.
In effect, having 10 size 20 cities with their economic bonus and only having 10 B.C. is better than having 25 undeveloped cities with the increased administrative costs.
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December 12, 2005, 15:58
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#173
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Deity
Local Time: 11:40
Local Date: November 2, 2010
Join Date: Jul 2001
Location: Kneel before Grog!
Posts: 17,978
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Woah, back from the dead!!
I read one of Dom's post quoting me and was like "I said that? When the hell did I say that??"
-Arrian
__________________
grog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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December 12, 2005, 17:00
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#174
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Prince
Local Time: 15:40
Local Date: November 2, 2010
Join Date: May 2002
Location: Hobbits Armpit
Posts: 311
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I have played 3 games and each time my research has bottomed out to 10% or less at the start of the renaissance.
I must admit I like to sprall as much as I can, but the maintenance sneaks up on you.
The answer is to get Currency as quickly as possible.
The worst thing is when you are being assailed on all sides by barbarians and suddenly automatically start disbanding your armies. Gives the game an interesting edge.
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The strength and ferocity of a rhinoceros... The speed and agility of a jungle cat... the intelligence of a garden snail.
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December 12, 2005, 18:31
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#175
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Chieftain
Local Time: 10:40
Local Date: November 2, 2010
Join Date: Nov 2005
Location: Virginia
Posts: 57
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Uh, how about just having a minimum population requirement before being able to build another settler? Like you can build the first one with pop 1, the second pop 2, the third 4, then 8, etc. That way to build more cities your early cities or cities you capture have to be progressively more developed.
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December 12, 2005, 19:13
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#176
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Emperor
Local Time: 17:40
Local Date: November 2, 2010
Join Date: Sep 1999
Posts: 4,037
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Enigma_Nova, why did you bump this?
The poll has nothing to do with Civ IV.
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December 12, 2005, 21:57
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#177
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Emperor
Local Time: 10:40
Local Date: November 2, 2010
Join Date: Mar 2002
Location: listening too long to one song
Posts: 7,395
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apparently someone thought that it was related to CiV, hence its forum location.
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December 12, 2005, 23:51
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#178
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Emperor
Local Time: 01:40
Local Date: November 3, 2010
Join Date: Nov 2003
Posts: 2,988
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Quote:
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Originally posted by Arrian
I read one of Dom's post quoting me and was like "I said that? When the hell did I say that??"
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At some time in the distant past.
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December 13, 2005, 06:19
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#179
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Local Time: 16:40
Local Date: November 2, 2010
Join Date: Jan 2002
Location: Land of teh Vikingz
Posts: 9,897
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All right, this is just stupid...
__________________
I love being beaten by women - Lorizael
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December 13, 2005, 08:04
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#180
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Emperor
Local Time: 01:40
Local Date: November 3, 2010
Join Date: Nov 2003
Posts: 2,988
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Stupid, but quite useful.
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