So I'm a little disturbed at how the cities are going right now. It seems we have two distinct camps, And I thought we could consolidate the discussion on the level of complication of the city-building element (no pun intended) of this game.
On the one hand we have: Complicate it still further
Frogboy seems heavily in this camp, and seems to have asked us how to do this. For example, Frogboy has asked us to think up additional building that can be built next to the current plethora of buildings to further complement the existing buildings. He has also stated that he believes housing to be relatively simple as it is. Others have also suggested that food is supposed to be a rare resource, hence making it normal to build 5-10 gardens in every city. The devs also seem fine with stretching a city across the map to reach that one rare resource.
On the other hand we have: It's too complicated already
Many other have noticed the focus on garden-building and house-building. It seems that first 1 workshop for materials, then 2 gardens, then 1 hut, must be built before even considering other types of buildings. Then you need research, money, prestige - there's no thought to it - you just have to build it all. And yet food is so rare, you're forced to flood a city with gardens. So you may not even have much room to get that research/materials city you wanted. Cities also seem to look like a mess - it's hard to tell buildings apart, and the square-based build with no room in between the buildings looks unnatural.
In the interests of making this readable, I'v kept the sides short. But please add more info to your side, or develop another side if you think we have one.
The more this debate continues, the more I want city building to be basic and simplified. There are too many other empire building games that are all about what you build, when you build and how many you build. Been there, done that.
I'd like to see the World of Elemental influencing my cities! I'd like only ONE of each building type per city. I'd like research to upgrade my buildings and at the same time increase population, food production, etc. I'd like my cities' population to drop if it is attacked directly. I'd want my production to drop if there was an iron shortage and I didn't find a new mine or switch to other metals. If a cataclysmic event caused the World to 'pause', I'd want my research to do the same. I'd like to tie in the exploration of detailed maps with research, random events, quests and World resources. (Quests could be generated off of these events. New resources might need to be found.)
These are examples (poor I know) of ways where the RPG in Elemental would affect the TBS. Instead of KNOWING I would always need X housing to maximize my population, my civilization would constantly need to account for the World around it. Instead of racing to build my city and then mostly forgetting about it when all is 'maximized', I want to feel the need to always look out for my city. Just because my land is 'full' doesn't mean my Sovereign duties are over in the care of it.
I may not have explained it well, but hopefully anyone reading gets the idea behind it.
I like how you put this. Alot of city building games suffer from this very thing. Once you trudge through the tedium of city building - it is over and forgotten. Then you can concentrate on the fun stuff.
ok, what about this. is it possible to allow sub buildings?
example: i build a farm on a tile. i then click the farm and at the bottom of the screen where the various buildings you can build were, a new screen shows IMPROVEMENTS to the farm tile you have selected. now when you click say "Grain silo" around the farm(or maybe all farms) the green boxes appear. allowing you to place the upgrade where you want.
i think this would help eliminate the clutter on the build screen as it puts each upgrade effectively within its own buildings of influence.
Also on this screen is a tile that is basically a placeholder tile. this would be handy for the idea below.
improvement tiles DO NOT use up your city level max tiles. this is radical and would make having massive cities possible. if this is not acceptable then perhaps the next idea would be.
when you get a new building tech then you would get its accompanying improvement techs automatically. these would cost you a city level tile, but instead of having to plan ahead on your buildings then you could already use them.
Some questions I've been thinking about.
Is the placement location of houses and other buildings important at the moment? I mean, is there a reason why I would put a building near the center of the city or the borders of the city? If the location of non-resource-requirement-on-tile buildings (like mines) doesn't matter then why do I have to bother with their placement? Wouldn't it be better if I could set a focus on the direction I want the city to grow, then just order the buildings I want built and finally get the buildings built in the general direction I want them?
Assuming there's no adjacency bonus or anything like that, if there is then I guess this probably will have to be adjusted somehow for that (no idea)
Correct me if I am wrong but at the moment the impression I get is that this is just Civ-like with buildings present on the map, while this is nice to have there must be good a reason why the player has to place each building manually, otherwise we could just order stuff and the stuff gets built somewhere.
Another thing I don't understand is how are we going to control each and every city on a Colossal map. I can understand wanting to micromanage the main 4-6 cities in you empire and some others (they are important for your plans) but what about the other 250-252 conquered, settled, etc?And if the location for each building actually matters, how are we going to define that for our AI governors? (I don't remember if we have them but I'm assuming we do, otherwise controlling more than a few cities will be madness)
I'm not complaining or anything like that, but from my experience in similar games, I normally don't bother after the first 4-6 cities/systems and just let the others to AI control, if available, or just queue stuff up and only look back at them when I'm threatened by an enemy or something.
Also I know that some of the possible answers are "this way the player fells immersed and in control of his empire" or "during combat the placement of the buildings is very important because..." but they don't answer all my questions
The developpers said one of the main goals of the game was to reduce 'city-spam'.
Now, we see that the cost of starting a city has sunk from 5 essence points to just 1, thus enabling city-spamming.
Perhaps this is the point needing a discussion with the Team; as you say, what is good for 10 cities becomes nightmarish with 100 (traditional 4X engame micromanagement problem).
First my thoughts on the current system. I love it and I hate it. I love it because it allows us to have cities with unique layouts and because when you plan your city and build it, it gives you a sense of attachment to it. You do not own a spot on the map that gives you some gold and allows you to stamp soldiers. You own a city. For me it's not really tedious to place tiles per se. What bugs me is that the current system tries its best not to allow you to build a city in the way you want.
For example I want to build an agricultural city, so that I can let my other cities grow. Okay, I place a city center. What do I place next, some gardens? No, a science tile. Why? Because science tiles are very limited. You can only have so much per city. And science is veeery important. So I will place some tiles anyway even if what I actually want is more food. Yeah, with more food I will have bigger cities and in bigger cities you can have one more science tiles. But hey, I can have a science tile right here, so why wait for another city to grow?
Why does the game wants me to have my science tiles in different cities so much? Do cities in Elemental have some magic internet that lets them coordinate their research? Why is the game so much against me specializing my cities?
Then there are farms and granaries. Oh my God. I have a vast empire full of gardens. And one farm. Why? That's all the fertile land I found. And that's the only place that I can place my granary. Does it make any sense to anybody? The idea of farms is that it is a place of mass food production. They require more people and take up more space but also produce more. They do not require some nice shining soil teeming with life. It's nice if the soil is magical, it will give you a bonus. But I think if you can build a garden you should be able to build a farm. It just looks stupid to have one farm per several cities.
The same goes for granaries. It's a building that helps with the production and storage of food. Let me build it anywhere. Please. It just bugs me so much to have a building researched that should be in every agricultural city. But that I can't place because of some twisted game logic.
And then we have houses. I just have to ask this: Frogboy, why do houses use up tiles available to the city? I understand about all the other tiles. They require people to work in them, they produce something useful. If you could build them limitlessly, it would break the game. But houses, really. I mean I have a city. I want it to grow. I just got a new source of food. So all I need is a few houses for the people to live. But I can't build them! I have all my tiles used up. So I need to destroy a workshop, let some people lose their job, build a house, wait until a city levels up and THEN build this workshop anew. How is this helping anyone? How is this fun? IMHO houses is the one thing that should not use up tiles.
Well... maybe not the one thing. Actually think about it. Temples. And city halls. They help the city grow, but after population maxes out they are not very useful. You could demolish them and build another market. Or you could make them free. Let every big city have a free temple and free town hall. It makes sense. It won't kill the game. It won't break the balance. So why not let cities be pretty with their temples?
Oh, I think I just got a very good idea. Maybe. Give it a thought, people. Let buildings either use up tiles or have a cap of how many buildings of that type you can have in a city. NOT both at the same time. Basic production buildings like workshops, farms, markets should use up tiles. You can either have your population farm or do research. Luxury and municipal buildings should not use up tiles. If you have enough gold and materials the game should let you build a granary or a town hall or a church in any city. The city has one farm? Well, that granary will be a waste of resources maybe. But let me have it. Let me have a church. I have the money to pay for it. Do not make a player choose between a farm or a town hall coupled with a good sewerage system for your city. A choice between a market or a courthouse.
In short at the moment what we need is not more complexity but more freedom. The game should reward you for being clever, not limit you in what you can do. Allow you to design beautiful and functional cities, not tell you that you can't build a house because you have too many workshops. Give you a bonus for farming on fertile lands, not forbid you for farming on simple green grass. Common sense first. Complexity later.
town hall
Zamul said in reply 25:Now, I'm not saying that only building gardens is any fun, but by adding more kinds of improvements, and, like Frogboy mentioned in a Dev Journal, being able to merge improvements of similar types when putting them close to each other, there would be so many possibilities that worrying about gardens wouldn't really be an issue. Smart city planning would really become key, and cities would be more realistic.Say, perhaps, that you place a command post, barracks, an archery range and an armory next to each other, and it "morphs" into a "military academy" with stats equaling the former buildings plus bonuses, for example. Imagine how rich the city building would be, almost like a crafting system! And to return to the garden thing, gardens could gain bonuses when placed next to each other, perhaps in a 2x2 set they could become "farmlands" or something, which would have bonuses.But the most important aspect to this, I think, is that it could remove the need to delete outdated buildings. (The following is just an example for examples' sake, I know it might not be accurate in actual game rules:) If I had four merchant improvements, for example, for a total of 4 gildars per turn covering 2x2, and then researched the market improvement, which is also 2x2 in total size but gives you 6 g per turn, I'd normally have to remove the merchants and replace them with the market for optimal gildar per used tile, which is boring and "micromanagementy". Now, what if the system worked in such a way that the four merchants had merged into a "merchants' quarter" which gives 5 g, and then, when I research the market tech, the market replaces the merchants' quarters giving 6 g instead. Instant optimal upgrade without having to replace anything manually. It might sound confusing written like this, but essentially it would be: 4 g -> 5 g -> 6 g, without having to micro and remove old-tech buildings and build new ones, while still not sacrificing complexity (eg. not just having one single economy improvement that upgrades through three steps, for example).Now this can get very complicated. But, a nice way to solve that would be colors. You know, at the moment, all the buildable squares are green. But with a system like this, it could work like this instead (example):I have built a commandpost. Now I have researched barracks, and I'm going to build one. All the tiles around the commandpost are green, because placing the barracks there would build towards a military academy. The other squares are yellow, because placing it there would not build towards any bonuses.To further simplify things, there could be a note in the improvement description, for example: "Builds towards: Military Academy". The ultimate thing would be to make the words "military academy" clickable, which would lead to a little popup with descriptions on how to build it (unresearched improvements would have to be listed as unknown or something, though), for example: "A military academy consists of: Commandpost, UNKNOWN TECH, Archery Range, Barracks. *stat summary follows with bonuses made clear*".So, yeah, that's what I had to say. I brainstormed all this just now so it has some rough spots, but I believe it would really make for some rewarding city building and really separate the "men from the mice" without being hyper-micro or time demanding, instead just relying on city building knowledge. EDIT: I realize now that this could work against snaking (building a line of 1x1 improvements to reach a resource), because all those 1x1 buildings would miss out on bonuses. End Quote
Zamul said in reply 25:Now, I'm not saying that only building gardens is any fun, but by adding more kinds of improvements, and, like Frogboy mentioned in a Dev Journal, being able to merge improvements of similar types when putting them close to each other, there would be so many possibilities that worrying about gardens wouldn't really be an issue. Smart city planning would really become key, and cities would be more realistic.Say, perhaps, that you place a command post, barracks, an archery range and an armory next to each other, and it "morphs" into a "military academy" with stats equaling the former buildings plus bonuses, for example. Imagine how rich the city building would be, almost like a crafting system! And to return to the garden thing, gardens could gain bonuses when placed next to each other, perhaps in a 2x2 set they could become "farmlands" or something, which would have bonuses.But the most important aspect to this, I think, is that it could remove the need to delete outdated buildings. (The following is just an example for examples' sake, I know it might not be accurate in actual game rules:) If I had four merchant improvements, for example, for a total of 4 gildars per turn covering 2x2, and then researched the market improvement, which is also 2x2 in total size but gives you 6 g per turn, I'd normally have to remove the merchants and replace them with the market for optimal gildar per used tile, which is boring and "micromanagementy". Now, what if the system worked in such a way that the four merchants had merged into a "merchants' quarter" which gives 5 g, and then, when I research the market tech, the market replaces the merchants' quarters giving 6 g instead. Instant optimal upgrade without having to replace anything manually. It might sound confusing written like this, but essentially it would be: 4 g -> 5 g -> 6 g, without having to micro and remove old-tech buildings and build new ones, while still not sacrificing complexity (eg. not just having one single economy improvement that upgrades through three steps, for example).Now this can get very complicated. But, a nice way to solve that would be colors. You know, at the moment, all the buildable squares are green. But with a system like this, it could work like this instead (example):I have built a commandpost. Now I have researched barracks, and I'm going to build one. All the tiles around the commandpost are green, because placing the barracks there would build towards a military academy. The other squares are yellow, because placing it there would not build towards any bonuses.To further simplify things, there could be a note in the improvement description, for example: "Builds towards: Military Academy". The ultimate thing would be to make the words "military academy" clickable, which would lead to a little popup with descriptions on how to build it (unresearched improvements would have to be listed as unknown or something, though), for example: "A military academy consists of: Commandpost, UNKNOWN TECH, Archery Range, Barracks. *stat summary follows with bonuses made clear*".So, yeah, that's what I had to say. I brainstormed all this just now so it has some rough spots, but I believe it would really make for some rewarding city building and really separate the "men from the mice" without being hyper-micro or time demanding, instead just relying on city building knowledge. EDIT: I realize now that this could work against snaking (building a line of 1x1 improvements to reach a resource), because all those 1x1 buildings would miss out on bonuses.
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Zamul has an excellent suggestion. Some tendencies of human beings: They feel "penalized" when they have to destroy something they "paid" to build. This will lower the perceived "fun" of any game.
Also, they will tend to gravitate towards one (or several specific) patterns of building, given no meaningful choices and/or bonuses/penalties. For city building to shine, it needs a much clearer GUI, less housing/populationcap shuffling (ditch housing, make population a function of food x (prestige)^0.5 with a growth rate determined by the gap between max and current, limit the number of gardens that can be built in each city at a given population). Shuffling caps isn't fun. And on any large map, it will quickly become painful. City Spam is limited by Essence (which should be determined by map size).
If squares are limited (one can assume based on population, but there are other ways to do this as well e.g. SoaSE's logistic points system, et al.), and there is an adjacency bonus for buildings, then cities will HAVE to be specialized. This is a direct result of the fact that you can't just build every single thing in every single city. As far back as the beginning of the 4x genre (Civ, Mom) there has been the "oh god, another city, food, granary, barracks, smithy, blah blah". Before there were "queues" you just had to memorize it and do what came "next" on the list. Breaking away from this patterned (mindless) city building would be a huge triumph for the game.
My personal desire is for organic feeling cities that aren't an exercise in queue clicking, but each have a purpose. To answer the OP's question: I want streamlined meaningful choices in city building. Not more clicking for clicking's sake, nor so simplistic that whatever I do is irrelevant, since every city will end up with all of everything anyway.
P.S. Zamul notes that this would work counter to city snaking. For me, that's a meaningful tradeoff.
I just thought some more about this so I thought I'd post it here:
The worst thing that could happen to city building in my book is that it would become too simple and have too generic buildings available to build. It would mean you plopped down the same improvements in every city (an economy building, a research building and a warfare building) and then just researched to improve them. Every city would be the same and you wouldn't have to care about it any more after you've built those standard, generic buildings. Just keep pressing end turn and spam some more cities to increase your power.
To me, a game like Elemental is fun to play not just because you can wage war and move huge armies around, but also because you can sit back and tinker with your cities and be diplomatic. If cities aren't complex enough to be tinkered with, then who'll want to be diplomatic? Choosing the diplomatic path would end up meaning that you sat there and pressed end turn waiting for research to be done so cities can be upgraded, and now and then speaking to some opponent (like I always end up doing in GalCiv2 (which still manages to be a great game, though)).
If the citybuilding were rich enough, but still maintain its relative simplicity (like in my last post for example), there would always be something to do (planning the city layout, for example) while "warmongering" players still wouldn't have to spend time each turn on destroying old buildings and replacing them and such annoying micro stuff. But in the end, is it so unfair and annoying that someone who takes time optimizing his cities and planning them properly should have more successful and "resource-generating" cities than someone who just focuses on warfare?
To me it's quite obvious that someone who takes the time to plan his cities should have "better" cities than somebody who just rushes a couple of cities out and crams a couple of improvements into them. City building is something I'd like to be a large part of a successful empire, and I've played too many 4X games where every city goes by the same "optimal formula". There should be as much smarts and tactics involved in building a good city as there should be in warfare, because having to focus on one part of your empire creates a lot of variation and dynamics. Perhaps you start the game by building a well-planned city, and then, when it's time to go to war, you have to focus on warfare. Making things so simple that you can always focus on both is not fun, nor does it provide the player with any variation in the long run. Like eating the cake and keeping it too. Always having many cakes to choose from, though, provides lots of variation and fun.
For those who didn't play Sins of a Solar Empire, planets under your control operated very similar to how cities work in Elemental. They allowed you to build structures, to build units, and to generate income and resources. Also, just like Elemental, you could manually place all your structures. However, unlike Elemental, it had two features which currently Elemental doesn't have: Auto-placement, and a display which showed how many of each building you have constructed.
Here are some pictures for comparison:
Sins of A Solar Empire
Elemental
I think Elemental could make use of both of these features. I think it would remove a great deal of the tedium without the developers actually having to change their system. Auto-placement could be kept on for people who don't want to manually place each individual structure, and could be toggled off for those instances where there would be some benefit (say controlling access to a valley). The numbers which indicate how many of each structure are built in the city would make it easier to determine at a glance what the city is doing. This is especially handy when you conquer cities, and have no idea what the previous city planner was doing.
Best of all, neither of these changes should affect people who like the current system, as they both could be toggled off.
Buildings
It becomes boring to spam the same type of building as the city grows.
Streamline: only one building of the same type is built; as city grows, that building gets upgraded.
Roads and caravans
Too much micromanagement here. Automate caravans and the gradual establishment of roads, similar to what was in BETA 1. There's already a lot to do, and this only adds to grinding the more cities a player has. The initial roads could be upgraded, by way of research, in order to allow a greater movement bonus (maybe this is already in the game and I didn't notice).
City leveling
Gardens, gardens and more gardens! Spam deja vu here. Please create a limit and allow subsequent upgrades depending on research. Discovering farming could allow the gardens to be upgraded... something like that.
Suggestion
Devs can very well add as many layers of complexity as they want, as long as each layer is clear, streamlined, intuitive. The limit should be when that complexity only adds to spamming and tedious grinding (excessive micromanagement, which isn't fun nor add to strategic depth). Let's not forget that not everyone is a gamer whiz and I don't think it's in anyone's interest for city building to be cumbersome and tedious. In an aesthetic viewpoint, more buildings of the same type are boring to watch since they all have the same animations. Less spamming of this clears the way for a more animated city, sprawling with unique buildings.
In my opinion, the City building aspect need significantly more thought behind it.
Difference with Beta 1? Research tech and the need to build caravan.
At one point in beta 1 you could choose the city you wanted to send the caravan from a list. There wasn't a caravan unit per se, but a trade route that would be established. Now? Create caravan, point the caravan to the city, and hope that it doesn't get intercepted.
I much prefer a menu giving me a list of how much benefit I can get by establishing a route to another city. After selecting the trade route, a caravan is automatically deployed and implements my macromanagement. In such case, a rival realm or a critter could then disturb the cash flow, being up to you to deal with the disturbance. It's a more streamlined establishment of a trade route, allowing the player to focus on other state affairs.
What strategic depth does the current trade route/road system accomplishes besides more micromanagement?
Here's a thought that just occurred to me. If the development of food starts with the beginning knowledge of gardens, and then advances after researching Farming, Fishing, Orchards & Beekeeping... why not combine gardens with houses?
Without a serious study of large scale crop management, the default food production would probably be individual gardens, near housing. Afterward, you'd move up to community gardens, and then on to farms.
A Hut + Garden would still occupy 1 tile, cost a wee bit more, and grant housing and food. When Housing is researched, auto-upgrade to a House, with increased housing and food production. Change the upgrade to Villa's or Estates to player controlled, and remove the food production.
Allow the Farming technology to build Farms on Fertile Land (15 food/turn), and Community Gardens anywhere (4 tiles, 10 food/turn).
EDIT: A bit of clarification. I mean, make the Hut & House (once researched) self-sustaining. Each structure will provide food for the people it will house. Researching Farming and building Farms or Community Gardens would grant bonus food productions, which would be needed when you upgrade to or build Villa's & Estates.
Concerning Sins..
In Sins I never let my buildings be placed automatically because placement matters in Sins. You can bundle up some structures then surround them with defenses and repair bays.
In Elemental there are no turrets or repair bays so tactical placement is unimportant.
Something I would like to see from Sins are the clean and functional research trees.
Alpha Centauri had a nifty way of handling population. Any base you had automatically would gain population to a max (level 4, or 4k people) until you built a structure. One structure. I think it was the Children's Creche.
Either way! My bases grew to level 4, I build something, they went to level 8, I build something else, and they are free to grow until they can't sustain any more people on their own.
Now, I am suggesting one of two things based on this...
I am also going to point out that there are just some things that shouldn't take the space they do. Building walls shouldn't take up tiles - walls are outside the city, so to speak. I say, give us more interaction with the cities, too. Let me upgrade the city by clicking on something inside the city (town hall area? palace?) and have a list of options to play with. Build walls? Sure. Defensive towers, perhaps? Maybe forbid trade from happening? Just having a city is boring - being able to interact, even on the basic level of building stuffs, would make cities more unique and worthwhile.
What I want is something that's complex but not complicated.
A good game isn't made by giving me 20 choices. That's complication. A good game is made by giving me four choices. And then giving me the same four choices again, but with those choices interacting synergistically with the first choice. A handful of simple rules interacting is complexity.
I posted this in another thread, but here's my idea for city building:
There are a couple problems here. The first problem is that you said you don’t want to have a research city, and an economic city, and a farming city. That’s fine, but it requires a paradigm shift on your part. If you don’t want players to build one-shot cities, then don’t give buildings or heroes that give a % increase to some aspect of the city. Seriously, clear them right the hell out. If you give me 3 buildings and a hero that give +75% research in a city, then you better believe that that city is going to have every lab, library, holovision research institute, university, AI, computer center, and school that I can possibly build in it. The second problem is housing. Housing in new cities sucks. Sorry, but it does. The first thing I have to build in every new city is a hut. Except in the first city, in which case I have to build two farms and then a hut. That’s not fun because I have essentially zero choice as a player. A hamlet should be able to grow on its own to size 2. I think the way to solve this is that empty housing attracts people, so that if I do build housing in a level 1, it’ll grow faster into a level 2. That gives the player a real decision to make – do I build a house and shoot for level 2 faster, or do I build the market so I can have some more gold? The last problem is the building sizes. Four-square buildings are just the same as singles, only bigger. Even if you give hefty incentives for building a four square, they are not interesting. Get rid of them. Or actually, get rid of most of them. I don’t want four-square research institutions or markets. I do want to continue to build around four-square mines and orchards that were on the map when I built the city. That’s cool. And my palace (and any other one-off, suitably epic buildings) should be four-square. Everything else should stick to the one-square. One last thing: If you make this change, I think four-square buildings should still only cost one square of size. Now my one-square-only suggestion does make city building less interesting. Here’s how to make it more interesting. Some buildings (farms, foundries, barracks) should get bonuses when they’re placed contiguously. So if two farms are next to each other, then both get +5% food production. If three, then 8%. If four or more (in any tetris shape you want), then 10%. (Note: If you don’t do diminishing returns here, then you get research cities again.) Now, to balance this, other buildings (markets, housing, town halls), become LESS effective when they’re placed too close together. Now you have a balance of things you want to keep apart and things you want to keep together that makes for tough decisions when you lay out a city. That's what I want. And in order to discourage spawl, which would otherwise be a cheap wayto avoid the problem, make buildings cost more as they're placed farther away from teh city center.
There are a couple problems here. The first problem is that you said you don’t want to have a research city, and an economic city, and a farming city. That’s fine, but it requires a paradigm shift on your part. If you don’t want players to build one-shot cities, then don’t give buildings or heroes that give a % increase to some aspect of the city. Seriously, clear them right the hell out. If you give me 3 buildings and a hero that give +75% research in a city, then you better believe that that city is going to have every lab, library, holovision research institute, university, AI, computer center, and school that I can possibly build in it.
The second problem is housing. Housing in new cities sucks. Sorry, but it does. The first thing I have to build in every new city is a hut. Except in the first city, in which case I have to build two farms and then a hut. That’s not fun because I have essentially zero choice as a player. A hamlet should be able to grow on its own to size 2. I think the way to solve this is that empty housing attracts people, so that if I do build housing in a level 1, it’ll grow faster into a level 2. That gives the player a real decision to make – do I build a house and shoot for level 2 faster, or do I build the market so I can have some more gold?
The last problem is the building sizes. Four-square buildings are just the same as singles, only bigger. Even if you give hefty incentives for building a four square, they are not interesting. Get rid of them. Or actually, get rid of most of them. I don’t want four-square research institutions or markets. I do want to continue to build around four-square mines and orchards that were on the map when I built the city. That’s cool. And my palace (and any other one-off, suitably epic buildings) should be four-square. Everything else should stick to the one-square. One last thing: If you make this change, I think four-square buildings should still only cost one square of size.
Now my one-square-only suggestion does make city building less interesting. Here’s how to make it more interesting. Some buildings (farms, foundries, barracks) should get bonuses when they’re placed contiguously. So if two farms are next to each other, then both get +5% food production. If three, then 8%. If four or more (in any tetris shape you want), then 10%. (Note: If you don’t do diminishing returns here, then you get research cities again.) Now, to balance this, other buildings (markets, housing, town halls), become LESS effective when they’re placed too close together. Now you have a balance of things you want to keep apart and things you want to keep together that makes for tough decisions when you lay out a city. That's what I want. And in order to discourage spawl, which would otherwise be a cheap wayto avoid the problem, make buildings cost more as they're placed farther away from teh city center.
Xtropy deserves a medal for his suggestion/comparison to the Sins options.
Gardens, farms and this Adjacent Buildings idea... Well farms aren't traditionally built inside cities, though I could see letting adjacent gardens get a bonus from each other, effectively letting you create a demifarm inside the city. But thats as far as the "build X next to Y to get Z" stuff should go. It shouldn't matter if my armory is across the street from my barracks, or built on the other side of town. Doing things like that would eliminate a lot of the free form city building I currently enjoy.
The current system is fine in my opinion as far as housing goes. I don't find myself obsessively building them every turn. Maybe I'm just playing the game wrong.
i wonder if the engine allows for upgrading in the same tile? such as adding say a Chicken house to a farm tile. what i am saying is to basically add an improvement to a tile that has already been placed. this would in turn improve the tiles output without actually using any more space up.
i guess you would swap whats there in memory for a different tile. should be easy enough, assuming this idea has merit.
Consider this. Housing doesn't limit city growth; Food does! Housing is just the player applying the food to a certain city. The complaints everyone seems to have are:
Therefore, can we move housing "outside" the city walls. History supports this. Let the player use city tiles for "production" buildings so each tile has a real opportunity cost. Let the player continue to control the allocation of resources to build housing (i.e. food and materials) and the location (i.e. which city). However, de-couple houses from the useable tiles that define a city's ultimate use.
P.S. I'm heavily in favor of adjacent add-ons to enhance building. However, each should present an opportunity cost and strategic choice. For example, Farm add-ons would; first, occupy a tile that could have been used for other buildings and; secondly, present choices like increased output, enhanced health for units, or longer seige defense.
Your thoughts, criticism, or expansion is welcome.
Wouldn't that mean that it would make even more sense to have auto-placement in Elemental then? If you think that placement matters in Sins, and there they even give you the option for auto-placement, then doesn't it make twice as much sense to have auto-placement in a game where placement (usually) doesn't matter?
A lot of people seem to like the idea of having 4 smaller buildings grouped up becoming one big building, and others like the idea of "add-ons" for farms and other structures. I don't have problems with these suggestions as long as they don't become "no-brainer" decisions. The last thing I want to do, especially as my empire begins to add more and more cities, is to hunt around in the city planner for the appropriate buildings that I am supposed to attach my "add-on" structures to, when it's an obvious decision that nearly every player will always make 100% of the time. If an armory built near my barracks improves it, who wouldn't build their armory next to their barracks? Searching for the appropriate buildings to group up might also take up quite a bit of time as not everyone is going to be able to easily recognize which structure is which at a glance.
Perhaps when you click on an "add-on" structure icon in the build list, the "main" structure already built highlights, or changes color?
Yes that could work. Then again it also depends on whether or not if the add-on structure is always an add on structure, or if it is something in its own right.
For example, someone suggested that placing a house near a garden should increase food production. Perhaps on that same note, placing a house near a workshop could instead increase material production. Or a house near a market increases wealth, etc. If you were to go with such a system, then many different structures would qualify to be highlighted.
Then again, if add-ons were merely add-ons, like say borrowing from Starcraft 2 where you can add a reactor to a barracks to double production, or instead add a tech lab to enable additional units, then highlighting the structure would work beautifully.
Pretty much agree with this, both on food and add-ons. At the moment houses only control the flow of food in your empire, it strikes me that there could be a more elegant solution for this. Though I can't think of one.
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