Brad's City Post in Steam Forum

I'm only now and then on the Galciv III Steam Forum, but have the impression the devs are more present there than here.

I just stumbled about a post of Brad that I think we should discuss here also because I think I'm not the only one that doesn't monitor the Steam forums so closely ;)

Here is the post:

"I've been thinking of the city feature a lot.

Fundamentally, I kind of wish planets had more tiles on them. Because right now, if a typical planet is a class 10, that means 10 tiles and a city uses a tile and therefore needs to provide some benefits.

I've had some..ideas on that that I would love to discuss with you guys.

One of the changes in Crusade is the idea of having hubs early. I'd like to see a lot more of those too btw. 

The factories and such are not supposed to be your primary way of specializing a planet but rather a way to take advantage of specialized hubs.

So what if we made cities be a more general hub. That is, they provided some population (like say 9) but also provided +N resources based on whatever was adjacent to it. So you put 4 factories next to it and it would provide a bonus 4 manufacturing points. This would make cities more valuable than they are now without it being so hard to handle approval."

Personally I find that a great idea.

And I agree that planets have not enough tiles on them, especially to take advantage of adjacencies. That's quite hard if a class 8 planet has tile clusters of not more than two adjacent to each other ...

14,135 views 14 replies
Reply #1 Top

love both ideas, one of my first mods was to increase the avg. tile count from 10 to 12.  They should be a hub with adj. +'s like a capital and approval.  After all, cities are generally hubs for industry,R&D, culture, sports......   I also think production should be better that the sqrt of population (by just a tad)

Reply #2 Top

I think it is a great idea and I also think that planet sizes should be increased. A PQ 10 planet is not desirable with current resources using 1-2 spots in addition to the planet capital. You can't terraform the planet quick enough to take advantage of improvements that should be built. IMO the average colonizable PQ should be 16-18 instead of the current 10-12. No colonizable planet should be less than PQ 10.

Reply #3 Top

I like the adjacency idea the most.

Reply #4 Top

I think the planet size is ok but maybe increase the connectivity more. Always sucks when a planet's tiles are scattered to the winds

Reply #5 Top

I would like the planet's Capitol to have its adjacencies buffed so it can serve as a hub.  It lost a lot of relative importance in terrain value in Crusade, especially in early game placement considerations and Terraforming.

Reply #6 Top

Yeah I also miss the old +3 adjacency Capital. I have a suggestion, that solves all problems: Make the Capital upgradable. It could start as it is now. Later in the 2nd and 3rd era, you get the option to research the technology to upgrade the Capital. This could increase the max population on the planet and also increase the adjacency boni.

max pop (increasing in two steps): Cities wouldnt be needed anymore, which would essentially give you a free tile. And it would improve Morale management.

adjacencies: the first tech could improve them to +2, the 2nd to +3. The Capital would become an important factor in the development of the planet again (like it was pre Crusade - and a Capital should be important like that).

Then there could also be a "Capital Specialization Tech" after each upgrade:

a) +1 All Construction per Capital LVL

b ) +1 Research per Capital LVL

c) +1 Income per Capital LVL

This would enable Capitals to work as hubs. I think it might be too strong though, if it works on all planets. So maybe this Specialization should only work on the Capital City, not on the Colony Capitals.

Another idea for a Specialization Tech for Capitals could be: a) +X High Morale; b ) +X High max Pop; c1) X/2 Morale, X/2 Pop ; c2) +1 Terraformed Tile

 

Since all of these would only be made available throughout the game, the player would really "feel" the development of the capital.

So, what do you guys think?

 

Reply #7 Top

I like the idea of cities being hubs, and scalable/upgradeable, very much.  I also like the idea of Capitals upgrading over time, at the very least with improved adjacencies.

Reply #8 Top

I like upgradable capitals, but I still want capitals to be placeable when you colonize. It's so frustrating to see a great hub possibility die because the capital happens to be in the middle of nowhere

Reply #9 Top

I like the idea of cities having adjacent bonuses like that, as well as the other poster mentioning that we can place capitals on tiles instead of getting random placement.

Reply #10 Top

If planets start out too big, then there will be little point in distinguishing them. Especially, since normal improvements are barely worth anything unless placed near a hub.

What might help a ton is making ressources not just give, but also accept adjacencies. E..g. Arnor spices getting +1 research per level.

Cities as general hubs: Might work out well. I would like to see it for a modding reason: Currently, you can give improvements several types, so they get adjacencies from everything. However, the bonusses are the same, regardless what kind of adjacency grants the level.

Another one on terraforming: The way I would like to see higher planet class implemented is via tech. I miss the old times, when reaching age of ascencion would mean, that your planets exploded up to class 30s. The modding tangent would be me liking to have a middle ground between colony unique and unrestricted improvements (e.g. 3 per colony). Yes I know I can just make 3 similar colony uniques.

Reply #11 Top

You could add different city "enhancements/upgrades" in different places in the tech tree.

 

For example down the entertainment line, you could have cities that buff approval because of things like sports complexes or such.

All would increase population, but also would provide adj bonuses:

  • Blue collar(Buffalo) city +plus to manufacturing
  • White collar(silcon valley) city +plus to research
  • ???(new york) +plus to income 
  • ???(Washington DC) +plus to Diplomacy
  • ???(Pittsugh) +plus to mining
  • military base(Annoplis) +plus to military

 

Reply #12 Top

Hm, I also think that population doesn't count enough anymore in Crusade.

For one the direct production yield should be a bit higher. I propose the formula p = b(b+1)/2 with b = raw production bonus and p = needed population. That translates to following table:

1 pop -> 1 raw production bonus

3 pop -> 2 raw production bonus

6 pop -> 3 raw production bonus

10 pop -> 4 raw production bonus

etc.

To calculate the bonus from population the formula is b = sqrt(1/4 + 2p) - 1/2 (throwing away the meaningless negative result ;))

As a second adjustment I propose a tech line that increases productivity of the population, beginning at a factor of 1 and increasing with each tech level so that the end formula to calculate the bonus would be

b = y * (sqrt(1/4 + 2p) - 1/2) with y = productivity factor

For certain race traits the starting factor could deviate from 1, e. g. being higher for robotic races and lower for agricultural races.

Reply #13 Top

Quoting lyssailcor, reply 12

As a second adjustment I propose a tech line that increases productivity of the population, beginning at a factor of 1 and increasing with each tech level so that the end formula to calculate the bonus would be
Why not just boost the government techs? They allready give +% production, i.e. they amplify population.

Reply #14 Top

Quoting zuPloed, reply 13


Quoting lyssailcor,

As a second adjustment I propose a tech line that increases productivity of the population, beginning at a factor of 1 and increasing with each tech level so that the end formula to calculate the bonus would be

Why not just boost the government techs? They allready give +% production, i.e. they amplify population.

Because they just work like a Factory. If their bonus would be cumulative instead of additive I would agree with you.