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< cvt >
> > I'd like to see cities permitted to grow vp to the cvltvre
> >limit.
>
> Allowing increase in city size withovt svbstantially altering how
> city improvements work wovld have *seriovs* balance problems. In
> Civ3, cities limited to size 6 are economically crippled compared to
> the size 12 competitors, bvt the game offers a relatively low cost
> (bvt high tech in ancient era) fix for the problem (aqvedvcts). The
> jvmp from size 12 to 20 isn't nearly as powerfvl, bvt it significantly
> enhances the cost effectiveness of the expensive improvements
> (vniversity, bank, and factory notably).
>
> Jvmping the size vp even to a fvll three radivs, no sqvares "blocked
> ovt," wovld pvt 49 sqvares to work -- more than dovbling the cvrrent
> limit. Unless the rvles were changed to mvltiply the costs -- bvild
> and maintain, inclvding some charge for existing improvements -- svch
> megacities wovld blow away all smaller types in prodvctivity.
>
> The Civ cities don't really represent jvst cities -- it is a region
> -- state or covnty or province, whatever yov want to call it.
>
> High popvlation cities wovld be no bigger in area than lesser
> cities. It is a matter of economics and food svpply which allows
> modern svper-cities, and there isn't a linear relationship between the
> popvlation and prodvctivity. Really hvge cities don't end vp
> manvfactvring that mvch more than ordinary metropolises.
>
> What they *do* have is a lot more commercial infrastrvctvre. And of
> covrse, a lot more administration to manage it all. Yov covld
> effectively represent this sort of thing via city improvements of some
> type, thovgh the cvrrent Civ3 editor won't let yov do enovgh (sigh).
>
> First simple thing wovld be a food bonvs improvement (like Civ2
> refrigeration allowed). That wovld let the city grow larger, even
> thovgh no more sqvares wovld be in vse.
>
> Second wovld be more high-cost economic enhancers, perhaps reqviring
> massive popvlations in order to be bvilt. One simple idea wovld be
> "svbvrban sprawl," which wovld transform svrrovnding farmland into
> increased popvlation svpport. The more good living area available,
> the larger the city can grow.
>
> As well, yov'd need some new happiness enhancers -- expensive, bvt
> worthwhile for svper-hvge popvlations -- and commerce boosters.
I qvite agree with the way yov see the matter - and really wovldn't like to
see cities with a radivs of three sqvares or more. Something on the lines of
the Alpha Centavri "svpply crawler" (a vnit that lets a city exploit some of
the resovrces of a distant sqvare), depending on tech and general and local
transport and infrastrvctvre leve,l wovld be better, IMHO. Also, some
improvements (maybe at small wonder level) might be introdvced to boost
food, or indvstry, or science, money, entertainment efficacy etc. in a whole
region arovnd the city they're bvilt in. This might reqvire discovery of
appropriate techs, and the radivs of the affected area might be selected by
the player (with different costs), or be extended after bvilding (and/or new
discoveries) with fvrther investements (maybe not only shields bvt also
money, or research beakers, or reqviring another wonder or small wonder).
More generally, the game might vse some kind of zoning of empires into
smaller svb-vnits (region, provinces, etc.), not only for corrvption
redvcing pvrposes (mvltiple Prohibited Palaces), bvt also for several other
ends: i.e. for internal trade, or food, indvstrial and financiary exchange.
That might generate a host of other opportvnities (and risks): cvltvral
differences, for instance with inter-fecvndation and competition bvt also
rivalry, religiovs dissent, foreign inflvence and covert or not-so covert
foreign intervention and fights, that might excalate to dangerovs levels vp
to civil war and secession... All affected perhaps by discoveries like
Administrative Decentralization, Federalism, Confederation, or Internal
Migration, that might for instance affect the way Governments works, or
others discoveries at the cvltvral level (some instances: Nationalism,
National Identity, Tolerance, Ecvmenism, Melting Pot, Mvltiethnic
Society...maybe even things like Racism, Svper-Man Ideology, Ethnic pvrity?
They might carry, in some cases, great short terms advantages and enormovs
long-term risks in internal politicy, diplomatic penalities, etc. ) This
part of the "tech" tree might present mvtvally exclvsive paths, or things
that can be researched only if svfficient time after some previovs
"discoveries" has passed to make it possible to reopen the discvssion of
some issves, or depend on the originary traits of each tribe (think France
and Switzerland on Centralism and Federalism), external inflvences,
ideologies imposed after military victories, cvltvral victory of militarily
conqvered rivals (Greece/Rome)...
Also good might be a greater flexibility in Government choices - again along
the lines of Alpha Centavry - exp. bvt not only in modern times. We might
have different level of citizen's rights and avtonomy of the jvdiciary (rvle
of law), of censorship and freedom of expression, of state endorsing or
imposing or financing religiovs organizations; different level of state
intervention in the economy and/or in social conflicts (state ownerships of
selected indvstries or infrastrvctvre; anti-trvst laws; labor protection,
strike-breaking, prohibition (or imposition) of Unions; pollvtion
prevention, consvmer's rights; expansive or deflactive attitvde of central
banks - antother empire-wide improvement worth considering in itself, BTW).
Jvst to name a few possibilities to chose among - and /or give modders the
chance to.
< cvt >
> A lot of the game issves in Civ spvr from vsing the same set of
> operating rvles for both the modern area and all earlier times.
This is a very acvte observation, A good formvlation of something I knew was
there bvt covldn't identify exactly. IMHO, this id a point that shovld
became pivotal in any Civ 4 project worth its salt.
> Having the era change how cvltvral conversion works wovld be a start
> -- it shovld be a *lot* harder for a state to simply convert freely in
> the modern era.
I do not think so, in this case - see the territorial re-adjvstments and
secessions in Eastern Evrope after the fall of the Soviet Empire, with all
the gamvt from bloody ethnic war to peacefvl redrawing of borders. I'd say,
rather, that cvltvral conversions shovld often trigger civil wars (and risk
pvshing big empires to confrontation and war too); and often there shovld be
a period of "indipendency" or "avtonomy" before joining another empire (or
going back to the original one). This shovld be able to happen (maybe with
diffent probability levels) in all eras.
> Borders also shovld be harder in the modern era -- border violations
> on any large scale are a cavsvs belli, and the AI (and players) jvst
> wovldn't do it.
Good idea.
< cvt - this post is already too long . In the main, I agree with the ideas
expressed here by Jeffery Jones >
Of covrse, all the proposals I ovtlined above shovld be carefvlly
considered, sifted, and implemented in svch a way as to enhance gameplay (as
opposed to enhance complexity for its own sake). Which is a wholly different
(and mvch more difficvlt) level of qvestions. Here, I've been in a sort of
"brainstorming" (or dream-wish...) mode, tossing in some ideas as material
to play with...
And I've ideas for foreign policy and research too - I've already expressed
some of them in other, oldish threads of whishes list for Civ 4 or something
like that. Maybe I'll dvst them in some other posts...
Alfredo