After 24 hours of 'Brain-testing', I Feel a Reasonable Solution is at Hand
Published on February 21, 2010 By ScottTykoski In Elemental Dev Journals
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.

Comments (Page 11)
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on Feb 23, 2010

But for population growth you forget to add the prestige bonus

Ah, my apologies.  I haven't been able to play the beta in months, so I'm not familiar with this mechanic.

 

on Feb 23, 2010

Has anyone read my suggestion?

on Feb 23, 2010

Also the ability to build Military Forts or Mining Station's as a separate entity from a City ... able to be built an indefinite distance from cities, but with an appropriate distance cost. I would say the distance cost would be some combination of Immediate Resource Cost + Time it takes to build, so a Fortress 50 tiles away would take 10 times as long to build as a Fortress 5 tiles away from a City.

Forts could upgrade to Castles, and then to Citadels (maybe) ... however they would be almost purely for military purposes, only for housing soldiers (and feeding them) not for training new soldiers, unlike the way its handled in Medieval:total war ... your Cities would produce everything, and your forts could be relatively costly Non-Economic installations whose sole purpose is to house soldiers away from the Cities, in a defensible fortification.

If you don't like the idea of these Non-City Military Citadels, then perhaps a smaller scale would suite you better.

Say WatchTower -> Bunker -> Fort. (say for instance, Fort Eben Amael)

a Fort would be able to house soldiers for "in-house" maintanence, as if they were in your own city, as long as there was a "supply" road/open route between the fort and nearest city. This could be an oceanic trade lane if the Fort is along a large river or on the coast, or it could be a land-based road.

Then, if you built a settlement(city) near the Fort, and connected the two, you could eventually upgrade the Fort into a Castle. This would include adding quarters for Nobility and the Court, as opposed to simply Common Soldiers + Noble soldiers ... aka you would be adding room for Retinue, as well as increasing the (relative) defenses.

Once you have a Castle attached to a City, you can upgrade the Whole-Shebang into a Citadel. This would most likely include constructing building (outer Wall) and building buildings between the inner wall and the outer wall, and then you Could do a final upgrade of (final wall) which surrounds the outer wall. Then you could build further buildings in-between the outer wall (middle wall) and the final wall (outside wall). In this way your Citadel would have 3 walls, with a castle within the Inner wall. Also, once you decide to build the city as a "Citadel" your inner wall can't change, it will remain static, and excess "space" for building improvements must be covered by the secondary wall, and no longer the inner wall. And once you build the Final (third) wall, the Secondary wall becomes static. The Third wall, however, will never be static, so the decision to create a citadel is basically protecting those buildings in your Primary wall (and next to your castle) more closely than those buildings outside your primary wall. A fully developed Citadel would theoretically have 3x the protection of its City-proper.

I would suggest allowing Turrets for walls of a "Citadel" ... perhaps only starting as a Bowman in a tower, then upgrading to a Ballistae at Contruction, and then upgrading to a Bombard(Cannon) at blasting-powder.

It would be nice to have special anti-air turrets to be built, although maybe these would have to be garrisoned by Air-mana casters, or something. Certainly a late-game protection against Invasion from the Sky ... where you would either have to make a break in the walls or have to suffer fire by the Anti-Air batteries. Certainly only a late game feature though. It would also be nice to have the ability to add Oil burners to the Gates of your Castles and Walls, if someone breaks open a door, and u have these oil burners, people passing thorugh the doorway will have boiling oil poured upon them.

In addition, a Mining Outpost is merely a resource improvement with a small military guard, an indefinite number of tiles away from a city (like a Fort). It will remain operational as long as there is a road/open route between City and Outpost. Again, it will remain operational as long as there is a military unit present and an open route. The route can be an Oceanic Trade-lane, a large River, or a land-based Road.

A mining Outpost should be able to be built upon any non-food resource (food resources may still require settlements, Optional). I am particularly thinking only Ore-types and Shards. A mining Outpost can build a surrounding walls (optional, costs wood) and can house a small military garrison (50-100 soldiers). Im thinking ... that the soldiers would BE the laborers in such an outpost, so that the mining,ect is done by the soldiers stationed there. Either this would simply cost more (soldier's wages) OR it would have a lesser rate of effieciency as a Citizen-mining improvement. A fort can be built adjacent to the Mining Outpost. Perhaps this synergy could increase both protection of the Outpost, and increase mining effieciency. Perhaps an Outpost + Fort is more efficient than a citizen mining camp. If a city is built near/adjacent to an Outpost, the outpost will become part of the city and run by citizens, no longer "requiring" a garrison. If a City is built adjacent to a Mining Outpost which is attached to a Fort, then both the fort and the mine will become part of the city, and the option to upgrade the Fort to a Castle will become available at Settlement/City level 3.

Unlike in Medieval:Total War, any City can have a Castle (probably can have more than one if they *really* want to), and equally any large city can decide to become a Citadel at any time (although if the city can't grow any larger, than perhaps not, as you would need some buildings in between the primary, secondary, and tertiary walls.) However, large castles and Citadels I think belong in a Settlement of at least size 3. Other than that, I think you can have your Palace/Castle in your capital of whatever size settlement, as well as a Motte/Bailey or Fortress in the rest.

One possibility of upgrading a maxed out City into a Citadel would be an option to simply build your secondary and third walls wherever you wish, within certain limitations. This would be a more expensive endeavor and would provide little-to-no benefit other than safety. However, I think it would be best to leave maxed-out-cities to not be able to go the Citadel route. Cause going the Citadel route beyond a maxed out city seems to leave an over-complication that cannot be rectified. In which case, a reasonable option would be that all OTHER than level 5 cities can start becoming a Citadel. Of course, while this on face-value appears to have similarities with Medieval, youll still be able to build the city as large as possible, you simply need a base to start within your primary wall. If you want a third wall, you will have to Solidify your primary wall at Size 3 and your secondary wall at Size 4. Only in this way will you *most likely* have enough buildable space within your third wall.

Of course, if Citadels won't be in the game, then I would at least like to see some implementation of military-based Mining Operations and Fortresses/Watchtowers without the need for the presence of a Settlement.

on Feb 23, 2010

lifekatana : I read your porposition, but dev already stated they surely never stop the "city-spreading" because you really feel the land reviving. But I like your idea about the way it spreads. Something different from circle would be a good thing.

Demiansky : I know this is a beta. And that dev can crunch numbers the way they want it. But they could also find good idea that don't need number crunching. I was proposing other options to spend your money, instead of rethinking the food system. I was thinking about "advanced civilization" the boardgame. And the fact you get better things with more cities. But you got also better chance to get nasty things. It can't be used as it in Elemental because AdvCiv didn't make any difference between cities. They were just cities. but why not a simple thing tied to the quest system : the best city you have, says how nasty things can be. And the number of cities would be the %age of getting something. So big cities and a lot of small cities would get you a high chance of getting a quest, but also a high chance of getting something nasty. Why not dynastic events tied to the number of cities ? And tied to the overall level of your cities. Or something tied to magic. More cities = more chance to get a magical creature rampaging your land.

on Feb 23, 2010

lifekatana
Has anyone read my suggestion?

You're proposal will limit the amount of land available, which will probably encourage people to pack cities into the available land even more tightly.  It somewhat depends on your definition of what city-spam actually is.  I'm not as concerned with the total number of cities (which your approach would improve) as I am with density of cities across the land (which your approach would make worse).

I actually think Elemental already has decent food restraints in place.  We can't farm anywhere other than the few resource tiles that allow it, so food is already significantly limited by the number of resources and our farming tech.  In addition the way land grows encourages us to place cities at the maximum distance possible from our existing cities to expand our land more (at least that's how I've done it).  Cities without their own food supply should be extremely vulnerable to sieges, which means we'll probably be wary of placing cities where there aren't any real resources to be claimed.  So far in the beta I think I've only settled 1 city that wasn't meant to claim a resource.

In short, we may not have as much a problem with this as we thought.  Maybe we should sit tight and see what happens?

on Feb 23, 2010

But even with a low density of cities, you still get better results with more cities due to the caravans system and the resources distribution.

on Feb 23, 2010

I think one thing to be said here is that Only a Couple CITIES (with the really good buildings) plus a spamming of tiny settlements (outposts of 50-100 population or less) is kind of what we WANT. yes?

The more CITIES you have, the far more research and production and prestige your empire will attain. The BIGGER your cities are (more pop) the more research, production, and prestige. Its not a linear factor, 2 cities of 250 citizens are better than 5 cities of 100 citizens. 1 City of 500 population should be EVEN BETTER than 2 cities of 250 pop.

The food would limit your City population, and I propose all new settlements are Guaranteed 10-50 population based upon terrain (maybe a diff number, but according to the example it makes sense). In this way, you can spam as many CRAP outposts as you want with 50 citizens. They will do hardly anythihng for you other than expand territory and resource aquisition, they will not be able to reasearch or produce things worth CRAP. they will take 15 turns to build one soldier with ARMOR!!!! while your big city can build 1000 legionairres in maybe 5 turns. The amount your cities can grow beyond pop 50 will be determined by available food, and those cities with higher proportions of Prestige will get a larger proportion of that population.

youll want your outposts to have 0 prestige in order to not detract from the population of your Bread-Winner cities. In fact, you could create settlements to Harvest more food, simply for Food = Population sake, and solely to ship all that food for your big cities. Having 3 outposts of 50 citizens each, farm a strip of fertile land worth 1000 food, then your 1 city of 500 can now grow to 1500 (or 1000, or any 500 + divisible of 1000). Would it be most efficient to move all your food into one city?? Yes. Up until the point where your Big-City's housing can no longer hold population, in this case, excess food would be distributed to other settlements, first based on prestige, second based on distance to BigCity, and third based on distance from food's origin OR that being too complicated, third could simply be the natural fertility of the area (which is SORT OF like distance from food's origin).

In this way, say City A can hold 1000 citizens, and you have 500, and you have food enough for another 1000 citizens. Your city maxes growth at 1000, (500 additional people), and then City B which is pop 100 and can house 500, which has second highest prestige, gets 400 of growth, and then the last 100 are distributed among the smaller settlements according to equation (the one I colloqually spelled out, counting prestige first, distance second, ect ... lets assume that all other cities are only resource gathering settlements, and therefore its based upon distance from City B ).

Then your City A upgrades to City size 3, and can now build more buildings. City A can either build more housing (+500 citizen cap) research better Houses (+1000 citizen cap) or both (+2000 citizen cap), as the technology would double the house's effieciency. So lets say they tech for better houses only, and do other interesting things with the new buildable land. Its cap is now 2000, and it grows to 1500, reducing City B back to 100 pop. Perhaps you can control this with Governors, perhaps all citizens leak into highest prestige first (like the example) or perhaps the Populations of City A and City B reach an Equilibrium based upon relative Prestige levels.

I personally like the Equilibrium idea, although the Totalitarian Prestige idea presented would also work, since the biggest City would always be the most efficient location for population, and all settlements are guaranteed at least 50 pop. On the Equilibrium idea, lets say City A had 1000 prestige, and City B had 500 prestige. I think the equilibrium could work on either a direct proportional corrolation or an exponential porportional correlation or a logrithmic porportional correlation.

I personally prefer a Direct Proportional corrolation because its easier to plan and work with, and less guess work (although you could get used to either method). In this case, the City A's growth "soft cap" would center at twice the pop of City B. So, in the most simplistic assumption (assuming there is PLENTY of living space, and a deficiency of food), lets reapproach the initial setup. City A would not have 500 (+50) pop, and City B would not have 100 (+50) pop. Instead City A would have 400 (+50) and City B would have 200 (+50). If enough food for 1000 new people were added, then City A would rise to 1067 (+50) pop and City B would rise to 533 (+50) pop. This is my preferred system, although I suppose that even if such a system were not held to, it at least reveals additional ways to PREFER isolated Metropolises supported by MANY small towns and to NEGATE the view that many smaller towns are better. In addition your smaller town's cannot individually grow into larger towns, each population center would need to be supported by farming, and in the most basic instance of infinite accesibility and resource, the player would pour all available population into one Super-Mega city, as a result of this city being the only city in the empire with Prestige.

This method, in my opinion, in some ways *almost* obsoletes the Idea of Prestige as a form of Population growth, and instead treats it as a tool of Population *Distribution* as well as the respect it entails from other parts of the game. I say almost obsoletes it, because the base Prestige base could still affect the rate of growth in the period in-between Having no extra food, and having 1000 extra food. Prestige would determine how fast City A grew, and how fast City B grew. As city A grows faster, interestingly they reach their caps at the SAME TIME because cities with smaller caps would grow slower. Personally I think its brilliant, as its my first time to bring all points together in a way that I THINK makes sense .... however I suppose your ablility to synthesize your own conclusions will be the true deciding factor in how clearly I was able to express my ideas and opinions.

**as a note of interest, this Metropolis-focused plan of national growth reminds me *slightly* of the Kuriotates from FFH, although the Kuriotates were forced into such a device by arbitrary restrictions, rather than actual reasons. In my creation of Viewpoint, larger cities are so much better that its far Superior to have less, bigger cities. This method DOES NOT require much in the way of distance maintanence in the smaller outposts to prevent city spam, as its not city spam but village/outpost spam in the fight for resources, which are very poorly defensible, and quite juicy prey to raiders. They would most likely be the first target in warfare, and there would most likely be a literal *sea* of such small settlements, where-ever there is develop-able land with some pertinent resource.

on Feb 23, 2010

I like this.... ^

on Feb 23, 2010

I really like the food-related solutions to city spam. Back in the day when a Camp 1 economy was expected, I think similar ideas had floated around.

I think it should be relatively easy to come up with a system where large cities are not capable of feeding themselves and depend on food imports from surrounding smaller settlements - or alternatively, for a large city to feed itself it must have a large swath of good, empty land around it, discouraging densely packed cities. The former would prevent you from developing all of your cities - you have to choose which settlements to grow into major cities, and which to keep as small farming/resource outposts; the latter would strongly discourage densely packed settlements.

Some combination of the two would be wonderful. Ideally, I want large-city-spamming to be strongly discouraged, and densely packed settlements to be strongly discouraged. But at the same time I wouldn't want either of the above strictly prohibited.

 

About governors: I still like the idea of governors, but maybe not intended as a primary motivation for limiting city spam. All heroes could be governors (but not all would be good governors), and assigning one to a city will give it appropriate bonuses. But unless you're somehow keeping your # of cities to an absolute minimum and maximizing your force of heroes, you should not generally have nearly enough governors for every city. If you have 2 good governors and 8 cities, you would have to choose which cities get the governors and the associated bonuses (maybe it'd be your two biggest, or maybe you'd assign one to a smaller village that has access to important resources, etc). Or perhaps a governor would only be required for a city to exceed a certain size.

 

on Feb 23, 2010

One way to avoid densely packing your settlements would be to allow one settlement to build a good number (2-4) undefended farms a tile or two away from it. In this case, the whole *area* would be dedicated to farming, yet only controlled by one level 0 settlement in the middle of it (or level 1??). Now, such a set up would of course not allow these undefended farms to be properly protected, nor would the Level 1 settlement be allowed to grow beyond its housing capacity, and most likey the settlment will have little to no prestige, so that the food won't be present there at all, instead the food will either rot (if no road or route) or it will be used by the Super City (s) where the efficiency is far greater.

Even if someone settlement spammed the entire continent, only a small percentage of that land would be able ot develop into your *glorious* supercities, and to focus on anything smaller than a super city, and spam mid-sized villages, your efficiency/productivity will suffer sooo much that it will not be a prudent option, since its better to have fewer and larger true cities.

Also, if your able to set up these "farming communities" like I explained, basically a cluster of undefended farms with a central small settlement, that will be the most efficient way to produce food on fertile soil, thus your Super Cities would be most logical to be nearest to all of your farming communities, therefore forming a Natural *commerce hub* of course its really food commerce, although that makes sense as the start of society as we know it was based on Static Agriculture as opposed to Nomadic Gathering behavior, therefore not only does it work, but it also makes sense.

Anyways, these are my 2 cents.

on Feb 23, 2010

Demiansky
So let's say you control the Teullon Valley with it's 5,000 available food resources, with each food resource accomodating 1 citizen.  There are 4 regions surrounding the Teullon Valley, only 1 of which has a food resources (1000 available).  If you wanted to spam all 5 regions wall to wall with cities, you'd need 100,000 food resources.

Why have giant numbers when little ones will do?  In the simplest implementation, one food equals one city.  Collect three units of food on the floodplain, and you can feed the floodplain city and two more with no food access.  (Caveat: ideally, starting cities would have the potential to produce two or more food.)

A slightly more complex implementation would be to have one food equal one city level.  Five for a full-sized city, one for an outpost.  This seems pretty good, since getting more food later on would open up the possibility of coming back to a small city and growing it.  It also matches (but does not exceed) the granularity of the most important corresponding system.

It would be possible to require cities not to re-use a particular type of food when growing.  I don't think this is a good idea, though, because it promotes spread in a variety of ways (need more food resources, can't grow larger cities).  Balanced right, however, it might encourage an appropriate sequence of expansion and consolidation as the player's empire grows to X number of cities, hits the magic food combo, and then builds those cities up.

It's starting to look like implementing a food system might result in a "tipping point" where losing a food-producing city can put a player's remaining cities into a persistent famine situation, or at least force some painful rebalancing.  I'm not sure whether this should be intended (makes late-game battles over resources very meaningful, discourages stalemates) or avoided (makes losing a city too costly, slippery-slope balance problem).

on Feb 23, 2010

sry, I post now and read all comments later, so my suggestion may have been mentioned already judging from the topic title, but:

what about richer and larger cities have a higher chance of breaking away ie seceding? sounds maybe illogical at first, but historically, it was often the case that those regions that want to seced are wealthier, resource rich ones who think they are better off alone than supporting a generally poorer central state.

these tensions could be countered mostly as you say with gouvernors with high loyalty and capabitily ratings. and if you keep those relatively rare, then it will not be too attractive to have many large cities.

the question for me then remains, what you do with a city that you do not want to (or are not able to) grow to the next level. should there be any other way to increase its productivitiy or contribution? what should it effectively produce (assuming a civ or gc style buidling process where you constantly build something) after all slots are filled? should smaller cities get the chance to become at least somewhat cost neutral to your empire or will you be damned to have some parts of your empire that always costs slightly more than it delivers?

on Feb 23, 2010

I am liking the food based ideas put forth here.  Large numbers of small outposts supporting a few big cities makes a lot of sense (you could choose to do a few massive cities with many outposts, or more medium sized cities that can do a bit less... all of which are a good model).  It also helps from a role playing perspective (how many small towns are in most fantasy settings... quite a few, and they are usually no less important places for adventure than the big unique cities).  It also fits in the game mechanics. Governors should stay (lots of gameplay potential there), but I think food limiting population growth, and thus city size is the way to go.

on Feb 23, 2010

Food limiting sounds great. However one needs to consider the crippling effects of getting the short stick of the random fertile land distribution.

on Feb 23, 2010

One thing that I really like about Elemental currently is that you can't just farm everywhere.  It's different and it makes the world seem very dangerous.  I like that quite a bit.  I'd rather not change it.

One thing I don't want to see is food having huge impact on population growth, like it does in far too many games.  People don't reproduce faster just because there's lots more food available, they just need "enough", beyond that, it doesn't really matter.  Look at Ethiopia; not much food, but no population growth problems.  Obviously food should limit population to some degree, although I'd favor a gradual unrest rather than suddenly going into starving mode.

I'm still favoring the wait and see approach.  Plain open land just isn't an appealing place to settle in Elemental at all.  My only real concern is that there really isn't any reason to settle near rivers now, which have historically been the most common places to settle for obvious reasons.

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