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Boogie's Thoughts on Chancellors, Cities, Snaking and Secession

Boogie's Thoughts on Chancellors, Cities, Snaking and Secession

After 24 hours of 'Brain-testing', I Feel a Reasonable Solution is at Hand

Of all the aspects of Elemental, none seem to strike a nerve quite like the handling of cities.  Automation, size, uniqueness, too many in the world or too few...everyone has their take on how cities should feel. I believe, above all else, the worlds and nations of Elemental need to grow in a manner parallel to how RPS maps feel...in other words, elimination city spam without eliminating the joys of city building.
 
To that end, we're doing something that (I believe) hasn't been done before, and that is putting City Creation right on the main map.  You're placing buildings and slowly taking up precious land in the world around you. Pinch points can be established and cities can grow WELL beyond the single tile that most 4x games limit you to. I personally love it, and want to make sure the system continues to improve and refine as we inch towards gold.
 
Several concerns have arisen, however, and I've been mulling over these issues, mentioned by beta testers, that makes the current system lame.
 
1. Building a city, and suddenly running out of tiles with no way to get more.
 
2. Plopping down an outpost to harvest a resource 4 tiles from another city.
 
3. Forcing the player Snaking a trail of small improvements over to
 
4. Easily growing and reaching new city levels, where all outposts will eventually become huge cities.
 
and
 
5. Even though it costs Essence to make land livable, city spam is still completely viable in Elemental.
 
These make us sad, and while there have been many solutions presented to improve the system, I wanted to throw my own into the mix as a way to fix these problems AND tie into the other game mechanics (remember Sid's rule "Complex system's aren't fun - instead, make simple systems that intertwine in interesting ways."*).
 
* - I really shouldn't put that in quotes since that was the gist of what he said...but it was something like that.

So I present to you...
 
 
My proposed 'Heroes as Governors' system!!!
 
Basically, we'd add a stat to Champions: Governing. This would be a value (0 - 5), that determines two things...
 
1. How high of a city that hero can govern, and...
2. How many tiles their cities can grow to.
 
The system would work as such...you lay down a city, and in the naming of your new outpost you'd get to assign an available unit as that cities 'governor'. This unit wouldn't have to be stationed there permanent, but for every city placed you'd need a Hero or Family Member to lead it (with most units giving some bonus when they WERE stationed in a city).
 
Need a resource tapped? Just start an outpost and have Ranger Billy govern it. It'll never go above a level 1, unless you determine it's a crucial location, at which point you re-assign a better governor and build the city up.
 
Governor dies in battle? Several things could happen...
- If you have an unassigned hero with a governing level >= the fallen unit, then you could assign them to the orphaned settlement. 
- Have enough essence and you can spend that to bring the Governor unit back to life (with the obvious magical consequences that spending essence results in)
- or, if these aren't available, the Succession system kicks in and the city is given to the a neighbor capable of handling the settlement
 
So, a straightforward system that ties the major game component into the hero, magic, diplomacy, and dynasty system.
 
Pushing my luck, I also propose the following...
 

Allowing resource tapping improvements, and them only, to be built away from the main city hub.  The obvious benefits that you wouldn't have to build another city to tap it, AND you wouldn't have to 'snake' your improvements to get there, but the improvement WOULD NOT be defended by whatever walls and stationed units the city had available, so there's a major risk in doing so.s
 
While I like some of the ideas of treating resource taping like the starbases in GC2, I really don't want to start 'mixing systems' where city's are handled like X and colonies are handled like Y.
 
Anyways, that's just MY personal idea on the whole matter. Does it solve all issues current and future? Certainly not, but hopefully it'd put us one step closer to a truly unique and engaging system for building both your cities and your nation.
544,180 views 247 replies
Reply #76 Top

Well, here's an idea I'm going to propose, just because it's 1 am and I can't sleep.  Feel free to tell me it's stupid. B)

Perhaps what's needed is a more natural way of limiting city spam and city size.  In the real world, the limiting factor is the land.  It simply can't support more than a limited number of people, be they in a handful of metropolises or dozens of small villages.

Proposal 1: Each city has a "food footprint."  This is much larger than a large city itself, and larger even than the proposed +3 radius for harvesting resources.  Each type of terrain then produces a certain number of points.  The best types of terrain are plains and rivers, lakes/forests/coast are medium quality, and mountains/deep ocean are worst.  The size of a city is determined by the number of points in its food footprint.  If two cities have overlapping footprints, then they have to share the points from the shared squares.  I know it's very Civ-like, but that may be okay.  Civ allowed city spam because the food footprints were too small.  Developers can fine tune how much city spam there is simply by adjusting the radius of the food footprint.

Proposal 2: Just a variation of the above.  All land within your borders produces food based on terrain type.  This goes into a pool of food which gets distributed among your cities weighted by how much the terrain around a particular city is contributing to the overall total.  However, you could "lock" a particular settlement, indicating that you don't want it to grow beyond its current size.  This would cause its extra food to be diverted elsewhere, to cities that you were allowing to grow freely.  The total population of your kingdom would be limited by the land you control (as it should be) but you have some control over where you want to encourage that population to reside.

 

Reply #77 Top

The problem of limited tiles for cities isn't still taken care of.

Cities are spammed because :

  • You need more resources 
  • You need more gold, then you create more cities for the roads that are created
  • You need to control a chokepoint on the map
  • You need to expand your zone of influence

So, if for all of those reason the player has a better way to achieve that, he won't spam cities.

What cities are for ?

  • More population, in order to get more research points, more units to train
  • Zone of influence

So, some ideas :

  • More resources and zone of control : you can only tap improvements that are within your control borders, but you can only expand your control borders with a special building that you can only build a limited times. BUT, you can expand that number with research (infinite research). Each new city would only control the city hub and the 8 tiles around it. You couldn't build on a land that isn't revived, but you have no cap to the number of buildings you can build around a city, thus YOU can decide how big the city need to be. Or maybe a soft limitation like number of housing and population like now.
  • Gold and caravans : Caravans shouldn't be created for every new city hub you build. But only from cities with at least : 2 housing, 1 market and 1 building that produce thing (like a farm, a wood, a forge, something that can create things you can sell). Automatically only cities that are well developped would produce enough gold, then city spamming would hurt your wallet. Morover, with the "you can only build on revived area, but cities don't expand automatically without a special building (limited in number)" you can't have a lot of well developped cities.
  • Chokepoints : What about improvements that player can create ? A fortress ? An outpost ? Walls ? Maybe engineer units could create "defensive place" or "offensive place" where you could then place an improvement (if at the right distance from a city) like a fort, an outpost, a trebuchet, a magical gardian, a firethrower, a lightning tower, a magic hub, etc. Defensive improvements would need a "defensive place" and offensive improvements woudl need an "offensive place"

My 2 cts.

Reply #78 Top

Right now it seems like they're spammable because players have nothing else to do with essence. What we really need are competitors for that.

Reply #79 Top

Quoting vieuxchat, reply 77
The problem of limited tiles for cities isn't still taken care of.

Cities are spammed because :


You need more resources 
You need more gold, then you create more cities for the roads that are created
You need to control a chokepoint on the map
You need to expand your zone of influence
So, if for all of those reason the player has a better way to achieve that, he won't spam cities.

What cities are for ?


More population, in order to get more research points, more units to train
Zone of influence
So, some ideas :


More resources and zone of control : you can only tap improvements that are within your control borders, but you can only expand your control borders with a special building that you can only build a limited times. BUT, you can expand that number with research (infinite research). Each new city would only control the city hub and the 8 tiles around it. You couldn't build on a land that isn't revived, but you have no cap to the number of buildings you can build around a city, thus YOU can decide how big the city need to be. Or maybe a soft limitation like number of housing and population like now.
Gold and caravans : Caravans shouldn't be created for every new city hub you build. But only from cities with at least : 2 housing, 1 market and 1 building that produce thing (like a farm, a wood, a forge, something that can create things you can sell). Automatically only cities that are well developped would produce enough gold, then city spamming would hurt your wallet. Morover, with the "you can only build on revived area, but cities don't expand automatically without a special building (limited in number)" you can't have a lot of well developped cities.
Chokepoints : What about improvements that player can create ? A fortress ? An outpost ? Walls ? Maybe engineer units could create "defensive place" or "offensive place" where you could then place an improvement (if at the right distance from a city) like a fort, an outpost, a trebuchet, a magical gardian, a firethrower, a lightning tower, a magic hub, etc. Defensive improvements would need a "defensive place" and offensive improvements woudl need an "offensive place"
My 2 cts.
As always a nice structured and well thought out reply from vieuxchat. I approve. :)

On the governor system boogiebac proposes: if you can assign heroes as governors - which is something I like very much indeed - I also see a system where you can assigh heroes not only as governors but also as count - or whatever noble title may be more applicable - of an entire region. It would be very nice indeed to have bonusses to overall stats to an entire region if you can assign a hero as lord of a region. Maybe this should have drawbacks as well, for example in the sense that you can then only tell a region what you want it to do in terms of paying taxes and delivering swords or troops, but you lose full autonomy.

I am unsure if this would be a very good idea or if it carries a bit too far to go that way, but it sure would be fun to have options like these. :)

Reply #80 Top

Quoting zigzag, reply 78
Right now it seems like they're spammable because players have nothing else to do with essence. What we really need are competitors for that.

I don't really know how many times people have to repeat themselves on this. City spam doesn't require essence, because restored land radiates outward from existing cities. Rushing cities quickly requires essence, after that in the restored area you can build as many as you want without essence.

Reply #81 Top

Quoting Shurdus, reply 79

[quote who="vieuxchat" reply="77"]The problem of limited tiles for cities isn't still taken care of.

Cities are spammed because :


You need more resources 
You need more gold, then you create more cities for the roads that are created
You need to control a chokepoint on the map
You need to expand your zone of influence
So, if for all of those reason the player has a better way to achieve that, he won't spam cities.

What cities are for ?


More population, in order to get more research points, more units to train
Zone of influence
So, some ideas :


More resources and zone of control : you can only tap improvements that are within your control borders, but you can only expand your control borders with a special building that you can only build a limited times. BUT, you can expand that number with research (infinite research). Each new city would only control the city hub and the 8 tiles around it. You couldn't build on a land that isn't revived, but you have no cap to the number of buildings you can build around a city, thus YOU can decide how big the city need to be. Or maybe a soft limitation like number of housing and population like now.
Gold and caravans : Caravans shouldn't be created for every new city hub you build. But only from cities with at least : 2 housing, 1 market and 1 building that produce thing (like a farm, a wood, a forge, something that can create things you can sell). Automatically only cities that are well developped would produce enough gold, then city spamming would hurt your wallet. Morover, with the "you can only build on revived area, but cities don't expand automatically without a special building (limited in number)" you can't have a lot of well developped cities.
Chokepoints : What about improvements that player can create ? A fortress ? An outpost ? Walls ? Maybe engineer units could create "defensive place" or "offensive place" where you could then place an improvement (if at the right distance from a city) like a fort, an outpost, a trebuchet, a magical gardian, a firethrower, a lightning tower, a magic hub, etc. Defensive improvements would need a "defensive place" and offensive improvements woudl need an "offensive place"
My 2 cts.


As always a nice structured and well thought out reply from vieuxchat. I approve.
On the governor system boogiebac proposes: if you can assign heroes as governors - which is something I like very much indeed - I also see a system where you can assigh heroes not only as governors but also as count - or whatever noble title may be more applicable - of an entire region. It would be very nice indeed to have bonusses to overall stats to an entire region if you can assign a hero as lord of a region. Maybe this should have drawbacks as well, for example in the sense that you can then only tell a region what you want it to do in terms of paying taxes and delivering swords or troops, but you lose full autonomy.

I am unsure if this would be a very good idea or if it carries a bit too far to go that way, but it sure would be fun to have options like these. [/quote]

And why not creating a system of regions ? After some times you can create a region : it would be composed of some cities and some area you design around it. then you can sassign governor not only to cities but also to regions. you could have then some more options to control your towns : give them general orders or get a synergy bonus or some wall around region, or lesser maintenance, better resistance against enemy culture spread, things like that. Mid or late game you would have a map divided in regions like in total war for instance (or hearts of iron)

You would have country borders that would slowly be set in stone (like todays countries) and get more option to govern your cities. Maybe options where you can "attach" little settlements to big cities and control them as one entity.

Wow, I should stop dreaming.

Reply #82 Top

Just let us for one moment take a look how other games (e.g. CIV 4) solves similiar situation:

- each cities cost a certain amount of money to support and each add. building increases this amount => this reduces the risk of spaming of cities in the starting phase of a game

- later on there is the corruption in CIV 4, but I don't think that that concept works...

 

So how about the following:

every city you want to found will cost more essence (something in the way that the power of evil is concentrated in a smaller area and needs more power to remove from the land)...I think this will take out the city spamming issue in quiet a good way.

The second way is to have regions of control, e.g. a new city can not be founded for 10 tiles around an existing city center.

 

So how about resource grabbing: how about the concept to be able to build a Fort, which will not grow, be will cost quite some money to support and has a fixed number of tiles for improvements.

 

Reply #83 Top

Quoting vieuxchat, reply 81



Quoting Shurdus,
reply 79

Quoting vieuxchat, reply 77The problem of limited tiles for cities isn't still taken care of.

Cities are spammed because :


You need more resources 
You need more gold, then you create more cities for the roads that are created
You need to control a chokepoint on the map
You need to expand your zone of influence
So, if for all of those reason the player has a better way to achieve that, he won't spam cities.

What cities are for ?


More population, in order to get more research points, more units to train
Zone of influence
So, some ideas :


More resources and zone of control : you can only tap improvements that are within your control borders, but you can only expand your control borders with a special building that you can only build a limited times. BUT, you can expand that number with research (infinite research). Each new city would only control the city hub and the 8 tiles around it. You couldn't build on a land that isn't revived, but you have no cap to the number of buildings you can build around a city, thus YOU can decide how big the city need to be. Or maybe a soft limitation like number of housing and population like now.
Gold and caravans : Caravans shouldn't be created for every new city hub you build. But only from cities with at least : 2 housing, 1 market and 1 building that produce thing (like a farm, a wood, a forge, something that can create things you can sell). Automatically only cities that are well developped would produce enough gold, then city spamming would hurt your wallet. Morover, with the "you can only build on revived area, but cities don't expand automatically without a special building (limited in number)" you can't have a lot of well developped cities.
Chokepoints : What about improvements that player can create ? A fortress ? An outpost ? Walls ? Maybe engineer units could create "defensive place" or "offensive place" where you could then place an improvement (if at the right distance from a city) like a fort, an outpost, a trebuchet, a magical gardian, a firethrower, a lightning tower, a magic hub, etc. Defensive improvements would need a "defensive place" and offensive improvements woudl need an "offensive place"
My 2 cts.
As always a nice structured and well thought out reply from vieuxchat. I approve.
On the governor system boogiebac proposes: if you can assign heroes as governors - which is something I like very much indeed - I also see a system where you can assigh heroes not only as governors but also as count - or whatever noble title may be more applicable - of an entire region. It would be very nice indeed to have bonusses to overall stats to an entire region if you can assign a hero as lord of a region. Maybe this should have drawbacks as well, for example in the sense that you can then only tell a region what you want it to do in terms of paying taxes and delivering swords or troops, but you lose full autonomy.

I am unsure if this would be a very good idea or if it carries a bit too far to go that way, but it sure would be fun to have options like these.


And why not creating a system of regions ? After some times you can create a region : it would be composed of some cities and some area you design around it. then you can sassign governor not only to cities but also to regions. you could have then some more options to control your towns : give them general orders or get a synergy bonus or some wall around region, or lesser maintenance, better resistance against enemy culture spread, things like that. Mid or late game you would have a map divided in regions like in total war for instance (or hearts of iron)

You would have country borders that would slowly be set in stone (like todays countries) and get more option to govern your cities. Maybe options where you can "attach" little settlements to big cities and control them as one entity.

Wow, I should stop dreaming.
This basically is what I meant to say. These regions could get synergies like these and others, like a capitol for each region which would affect maintenance costs and such, at the cost of some drawbacks like reduced control over that region.

Then in the end you can decide for yourelf what you need more: control or lesser maintenance + other bonusses for having grouped regions.

I think that we could be really be on to something here. Domintation victories would be really easier if there also would be some system where you could unite non-nationcapitol regions under your banner, so that creating a region of your own would get you two regions, the one with your capitol and the new region. The one region you created might then be assimilated by another nation so you theoretically run the risk of losing the region. That way you may really spread your efforts and influence to unite regions rather than spreading your power by the sword.

IN the end for the system to be cool and for it to work, there is a need to really encourage the player to create regions because it has some major benefits, and also there should be drawbacks like running the risk of losing the allegance of the region and reduced control over the region.

Reply #84 Top

Quoting Sparhawk4242, reply 82
Just let us for one moment take a look how other games (e.g. CIV 4) solves similiar situation:

- each cities cost a certain amount of money to support and each add. building increases this amount => this reduces the risk of spaming of cities in the starting phase of a game

- later on there is the corruption in CIV 4, but I don't think that that concept works...

 

So how about the following:

every city you want to found will cost more essence (something in the way that the power of evil is concentrated in a smaller area and needs more power to remove from the land)...I think this will take out the city spamming issue in quiet a good way.

The second way is to have regions of control, e.g. a new city can not be founded for 10 tiles around an existing city center.

 

So how about resource grabbing: how about the concept to be able to build a Fort, which will not grow, be will cost quite some money to support and has a fixed number of tiles for improvements.

 
Civ IV has no corruption. Maintenance in Civ IV can be broken down into two components, namely 'number of cities' and 'distance from capitol'.

I like the idea where there is an option to grab a resource without building a city. Call it a fortress or a mining colony or what have you, but the option of grabbing a resource without building a city is solid. It quite naturally avoids the issue of city spamming.

Reply #85 Top

Psycloak started to make a really good point on the tie to economic model that city planning has.  I'm still not 100% sure how the economic model works (beta doesn't play for me past a few turns); I thought we left this at "cities produce a small amount of resources, and having a resource node attached to your city increases that production rate".  Is there perhaps a benefit to a resource for being connected to a city, whereas a resource node that is unconnected (but still close to a city) does not gain that bonus?  This ties into caravans, of which I'm also not sure of the mechanics.  If you're harvesting a resource in a city, it doesn't need a caravan to move it.  Does a resource unconnected to a city require a caravan to move goods to the city?

Asked another way, there's many ways to limit production; limit the resource itself (which is our current model), limit the transport of the resource, or limit the rate at which the resource is converted (also part of the current economic model).  Where do you want to have the throttle for production exist?  I'd argue that, in the real world, that limiter, until the last 50 years, was transport. 

Reply #86 Top

This sounds awesome, however throw in family trees for Heroes so if the Gov dies his first born takes the Gov title, even without your consent, then the only way you get to choose is if he has no children.

Reply #87 Top

Quoting xGhost4000x, reply 86
This sounds awesome, however throw in family trees for Heroes so if the Gov dies his first born takes the Gov title, even without your consent, then the only way you get to choose is if he has no children.
Or if you assasinte the child, causing you to either be able to pick another governor, or to risk civil war... }:)  

Reply #88 Top

As many mentioned founding of a city on transformed land does not cost any essence any more.

Still the funding of a city should cost something and not be free of charge.

This combined with some way of scaling the costs for more cities...would also help to remove the risk of city spamming.

Reply #89 Top

Thumbs up on the OP idea.

I like the 'Heros as Govenors' concept.

I like the 'Lose the Gov and the city flips if you cannot replace him/her' idea very much.

Simply reproduce all you can and have excess heros available to both replace your losses and to govern the cities near the edges of your neighbors' kingdomes once they cannot replace their govenors.  This makes the dynesty system even more powerful, if you can get claims to neighboring cities thru marraige and then, um, see that your neighbor's heros are unlucky then you can cherry pick their cities without war.

Reply #90 Top

Quoting vieuxchat, reply 77

Chokepoints : What about improvements that player can create ? A fortress ? An outpost ? Walls ? Maybe engineer units could create "defensive place" or "offensive place" where you could then place an improvement (if at the right distance from a city) like a fort, an outpost, a trebuchet, a magical gardian, a firethrower, a lightning tower, a magic hub, etc. Defensive improvements would need a "defensive place" and offensive improvements woudl need an "offensive place"

This is logical.

So, we would be able to place on the map:

-cities (size/etc. dependent upon administration skill of governor)

-resource tappers (upgradable to increase efficiency of extraction?)

-fortresses (upgradable from outposts --> somethings --> fortresses, requiring specific building units and building technologies) to hold territory (in and of itself, such as mountain passes, etc.), guard resource tappers, etc.

-roads/etc.

 

Add in an essence cost for cities (as the idea of continually expanding the reclaimed land for 'free' seems wrong -- especially as games can last a long long time) to limit their being spammed and to allow small/powerful empires to compete with larger and necessarily less powerful empires, and are any of the points in this thread left unresolved?

Reply #91 Top

A note one Essence and reviving the land...

Right now the part of City Building that takes essence is the re-habilitating of the land. By spending you essence and breathing new life into it (or twisting it) you make it livable for your people and a city can now be placed there.

Cities also radiate this healing (or twisting) power, so as the game progresses you see the world come to life (or, again, twist) to your will. This transformation (hopefully) provides a significant emotional tie between the player's actions and the world they're inhabiting and greatly affecting.

That said, one suggestion to prevent an overabundance of cities has been to decrease the spread of the healing/twisting effect your cities have on the land. While this has been debated internally, we fear the net result would be a world with consistantly small pockets of life spotting the desolate wastes, and the player would lose that feeling that they're 'winning the war' against the effects of the cataclysim.

Anyways, I've enjoyed reading all the great feedback on the topic (and your 80+ posts in 24 hours certainly indicates we're looking at something that really stirs the imperial passions of players).

Carry on, fellow armchair kings, carry on :)

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Reply #92 Top

Quoting Cauldyth, reply 76
Well, here's an idea I'm going to propose, just because it's 1 am and I can't sleep.  Feel free to tell me it's stupid.

Perhaps what's needed is a more natural way of limiting city spam and city size.  In the real world, the limiting factor is the land.  It simply can't support more than a limited number of people, be they in a handful of metropolises or dozens of small villages.

 

This seems to me like a good, straightforward way to avoid city spam.  If a city grows beyond its "natural" food limit, it could start receiving food via caravans (letting it grow more, but slowing down the growth of the rest of your empire and making it vulnerable to siege tactics).  Concentrating population growth in larger/more prestigious cities (because people tend to migrate there from the wastes and from smaller settlements) would also help ensure that you end up with only a few major population centers.  But I don't know exactly what the mechanics for this should be (e.g., since resources aren't explicitly shipped around the map, food shipments can't be under the sovereigns control, which could be a bit annoying).

 

I like the idea of governors too, but as a means to limit the player's growth it feels a bit odd.

Reply #93 Top

Not to derail the focus of this thread,

 
- Have enough essence and you can spend that to bring the Governor unit back to life (with the obvious magical consequences that spending essence results in)
But that kind of bothers me.  Not to mention raises a bunch of questions.  Such as will there be any other penalty for raising a hero from the dead other than essence?  Will the essence cost scale up with the hero's level?
This only concerns me because given that these govenator units aren't bound to stay within their city walls they're still used in the field.  Which means that given a high enough level the cost of taking such a unit down verses ressurecting it can become disparaging.  Nobody wants to expend an entire army to take out an opponents hero only to have him ressurrected at full strength for a measily 5 essence.
Back in the AoW days,  I played a game where a friend of mine had a maxed out hero roaming around the map.  it took every one of us (we were lanning with 6 of us)  to take the hero out.  and it took 3 tactical battles within the same turn (with a total of 7 8stacked armies) to finally kill him.  While I'm aware there IS a res spell in AoW.  Had my friend called that hero back into service we'd have all simply quit the game.   Not knowing how powerful Heroes in Elemental can get yet I simply wish to express the concern.   While creating potential super units is fun and SHOULD be included into the game (IMO),  once killed they should stay dead. Thus forcing the player to expend the time to level up another unit towards the same end.
Reply #94 Top

Quoting BoogieBac, reply 91
A note one Essence and reviving the land...

Right now the part of City Building that takes essence is the re-habilitating of the land. By spending you essence and breathing new life into it (or twisting it) you make it livable for your people and a city can now be placed there.

Cities also radiate this healing (or twisting) power, so as the game progresses you see the world come to life (or, again, twist) to your will. This transformation (hopefully) provides a significant emotional tie between the player's actions and the world they're inhabiting and greatly affecting.

That said, one suggestion to prevent an overabundance of cities has been to decrease the spread of the healing/twisting effect your cities have on the land. While this has been debated internally, we fear the net result would be a world with consistently small pockets of life spotting the desolate wastes, and the player would lose that feeling that they're 'winning the war' against the effects of the cataclysm.

Anyways, I've enjoyed reading all the great feedback on the topic (and your 80+ posts in 24 hours certainly indicates we're looking at something that really stirs the imperial passions of players).

Carry on, fellow armchair kings, carry on 

I was concerned for a minute before I finished reading it. The Last thing you want to do is "decrease the spread" to prevent city spam. I think that will have the exact opposite effect and urge the player to make more cities, Not less. If anything, one would think you should "Increase the spread" to allow players to build on resources Near their cities without the need to place another one to get the resource. The number one reason players build cities isn't to get the city its-self, but to Heal/Twist the land so they can get the resource. The way things are set up though, you have to build the city on or next to the resource to get the resource.

By Increasing the Spread and allowing players to capture resources by building on them Near their cities, you will greatly decrease the need to spam cities. Another thing that would help greatly would be for the player to have the ability to cast the spell that Heals/Twists the land independently of building a city. This way when the player finds an area with a lot of resources that is already near a populated city they can bring that area under their control then run roads from the resources to the nearest city. Look at how this works in real life to see it's affect. More often then not people don't want to live right next to a Coal Mine or a Iron Mine as these industries are often noisy and produce a great amount of pollution. These industries are often placed on the outskirts of towns or even outside the town entirely. This does force the workers to have to commute to work and the resources to be shipped from the Mine to the city, but it's worth it for the quality of life inside the city.

Also you need to look at resource generation and how that is handled when the maps are created. If the resources are placed at strange intervals you'll have players spamming cities close together if need be so they can get those resources. If the resources are more evenly spread out then the cities will be more evenly spread out. This how-ever will have a impact on the "Organic" feel of the maps that won't be any good. Resources in the real world aren't laid out with human city planning in mind. We go where the resources are.

Reply #95 Top

One last 'devils argument' attempt...

Quoting BoogieBac, reply 91
A note one Essence and reviving the land...


...Cities also radiate this healing (or twisting) power, so as the game progresses you see the world come to life (or, again, twist) to your will. This transformation (hopefully) provides a significant emotional tie between the player's actions and the world they're inhabiting and greatly affecting... decrease the spread of the healing/twisting effect your cities have on the land. While this has been debated internally, we fear the net result would be a world with consistantly small pockets of life spotting the desolate wastes, and the player would lose that feeling that they're 'winning the war' against the effects of the cataclysim.

If all we have to do is plop down a few cities (along with the other Sovs) and wait, how much of a "...significant emotional tie between the player's actions and the world they're inhabiting and greatly affecting..." is that?  Little to no effort = little to no attachment.

If we want the feeling we're 'winning the war' agianst the effects of the cataclysm, plopping down a few cities then waiting is not much of a 'war'.

From what I've seen the cataclysm is pretty moot, and the 'war' is against other Sovs.  The cataclysm doesn't fight back or resist, it just inevitably and without subsequent Sov effort fades away -- or am I missing something?

Assuming I'm not, adding in a resisting cataclysm would add a lot -- a third actor in the Elemental play.  The cataclysm is a big part of the lore, but a very small actor. 

At least make the rate/cost of spread of reclamation moddable please.

Edited in:

We have a battle between life and death (not good and evil).  I see the cataclysm as chaos, and our reclaiming the land as order.  Including an order-chaos battle to the life-death would be interesting.

Reply #96 Top

I like the idea of governors however I dislike the idea of them being mandatory. An outpost for example I personally think wouldn't need a governor.

or, if these aren't available, the Succession system kicks in and the city is given to the a neighbor capable of handling the settlement


This statement concerns me to a degree. Do you mean that a city will be given to a neighboring governor or a neighboring country?

The idea of having a 3 tier system is very interesting to me. Where basically there would be 2 levels of government for an area. Local which is any individual city, town, village, or outpost. These could have (optional) hero mayors appointed to them to provide bonuses or what have you. The 2nd tier would be provinces, districts, regions, or territories whatever you want to call them. Regions would cover large areas of land encompassing several local governments. A governor, magistrate, chancellor, or what have you would then be appointed to a region.

Now from here you could do whatever feels natural. You could limit the number of local governments that could be created in a region. Limit the total number of tiles a local government can have based on the region or governor. I don’t know exactly what you’d be shooting for but there would be a lot of options.

Now if the situations you originally described comes up instead of a region being given to a neighboring country it would just be temporarily ran by the closest neighboring governor until a replacement is appointed.

So basically you would have local governments which would be mayors, regional governments run by governors, and of course the Wizard King at the top.

Reply #97 Top

If all we have to do is plop down a few cities (along with the other Sovs) and wait, how much of a "...significant emotional tie between the player's actions and the world they're inhabiting and greatly affecting..." is that? Little to no effort = little to no attachment.
  It's really just a visual thing (the cloth map dosen't get the point across), but you definatly feel a sense of pride when the world around you comes back to life, no matter what the effort.  If a game session is almost over and the world is still half-barren, the player isn't going to feel very powerful in that sense. If the game is half over and the world is considerably healed (70%+), and you're a major factor in that healing, then you're going to feel like an awesome, bad-ass wizard who can't be messed with.  :)

As with anything, the spread of this magical influence is going to be a balancing act, but if we're allowing a player's environment to be a launchpad for future cities, it has to be factored into the equation (feeling of power vs. allowing too many cities).

We're having a meeting on the subject today..I'll be bringing everyone's ideas to the table and keep ya'll posted!

Reply #98 Top

I am concerned about the governing system in that it sounds very much like That in the earlier Total War games and sometimes your family just didn't grow quickly enough to fill all governing positions let alone be generals as well. May I suggest that you can recruit a governor unit that fills the position (research could be done to increase the governing level of the unit). The unit would not give the city any special bonuses like a hero would and would not take part in battles - in essence it would be a functionary dispatched to organise things. You could also consider not being allowed to level up a city that is under a governor.

Reply #99 Top

I don't really know how many times people have to repeat themselves on this. City spam doesn't require essence, because restored land radiates outward from existing cities. Rushing cities quickly requires essence, after that in the restored area you can build as many as you want without essence.

No, no. I 'get' that. The problem is that there's currently nothing else to do with essence or your sovereign besides rushing cities quickly.  And nothing to do with your sovereign except building more cities in the areas restored afterward. I wonder what the problem looks like with the rest of the mechanics implemented.

 

Reply #100 Top

Quoting zigzag, reply 99
No, no. I 'get' that. The problem is that there's currently nothing else to do with essence or your sovereign besides rushing cities quickly.

You guys will be playing with the magic system by the end of the week...don't worry, the true purpose (and importance) of Essence hoarding will soon be unveiled.  :)