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 16)
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on Feb 24, 2010

attaching the number of settlements to the civilization tech tree in some way is a really good idea to whomever suggested it!

on Feb 24, 2010

KellenDunk
attaching the number of settlements to the civilization tech tree in some way is a really good idea to whomever suggested it!

That would have to only affect creating settlements yourself though, otherwise it'd totally cripple conquest style players because they'd have to keep up with the city count research in order to conquer anything.

on Feb 24, 2010

Another alternative solutionf or city spamming... come up with a new method to place cities in converted ground.

So you can spend essence to create cities in wastelands. But you have to use a different method to build cities in reclaimed ground. The reason for no people in reclaimed ground isn't that the land is barren... it is that the people just aren't attracted to settle there for whatever reason.

Maybe instead you build a settler unit or a significant gold outlay is needed? When cities aren't free, guaranteed you'll slow down how many are built.

on Feb 24, 2010

I personally think a Settler Unit made out of either a small proportion of the City's population or a small amount of *free* population with an appropriate gold cost would be the most reasonable.

Then, the population of the Settler Unit would become the starting population of the settlement. Now, due to prestige, if this is an extensive amount of population (due to gaming or whatever) then that excess population would likely migrate to other cities anyways, so there would only be the incentive of using low-population settlers.

I suppose you could make a settler start with a certain resource cost (a custom settler?) where you "prebuild" buildings along with the settler, up to the amount allowed by the first ring of buildings. In this case, you can use your productive city to "create" a preset hamlet to plop somewhere else. Such an investment might allow a less risky requisition of sizable population into the Settler (yet still a pittance compared to the City's total population). This could be a more expensive, more viable option for settler building in the late-game where much of the land has been somewhat urbanized, or to reclaim lost land, ect. Not sure if *this* would have an unbalancing effect however.

I suppose the simple answer is that, beyond the first city (or two) I propose that Settlers be used (wether pop or gold cost) to create new settlements. I suppose, however, that Channelers could still construct all the cities if he wanted too?? Settlers built in Cities would cost population (unless its decided to be a gold cost), and Cities founded by the Sovereign would cost a certain amount of gold cost, as well as possibly some access to Wood and/or Stone.

Still - settler cost does not alleviate City Spamming in any appreciable way, other than perhaps early-early rexing. Settler cost is appropriate, and might help avoid *some* problems, however in the long run it does not handle city spam, or the "Boring City" dillema found in Civ and Total War. True ways to stop city spam rely in Food Scarcity, Food transport, and Population distribution via Prestige (migration).

on Feb 24, 2010

Tridus

Quoting KellenDunk, reply 226attaching the number of settlements to the civilization tech tree in some way is a really good idea to whomever suggested it!

That would have to only affect creating settlements yourself though, otherwise it'd totally cripple conquest style players because they'd have to keep up with the city count research in order to conquer anything.

Vieuxchat suggested it, and I also like the idea, but Tridus brings up a good point.

This "new city" tech is one that a player should be able to research over and over. However, each time it gets prohibitively more and more expensive to research a new city... to the point its no longer feasible. The actual tech represents the logictics and planning involved in creating a new city, and the increasing cots represents the ever more complicated logistics in governing more and more cities.

Conquest however should not be restricted by this. However, if you research a new city tech so that you can build one more city, but then you instead conquer a city, it goes back to zero. If its already at zero, and then conquer a new city, it goes down to -1. So the next time you research this tech, it simply brings you back up to zero. Its  a downside to conquering, plus the player that just lost a city will now have their next 'new city' tech at a cheaper price ... due to the that player now having less cities overall.

Anyway, im stilling milling this idea in my head to see if its any good.

on Feb 25, 2010

Outlaw, I think your solution is searching for a problem, just complete the "New City" research and you're now ABLE to build another city.  No need to worry about anything other than that.

on Feb 25, 2010

Outlaw

Quoting Tridus, reply 227
Quoting KellenDunk, reply 226attaching the number of settlements to the civilization tech tree in some way is a really good idea to whomever suggested it!

That would have to only affect creating settlements yourself though, otherwise it'd totally cripple conquest style players because they'd have to keep up with the city count research in order to conquer anything.
Vieuxchat suggested it, and I also like the idea, but Tridus brings up a good point.

This "new city" tech is one that a player should be able to research over and over. However, each time it gets prohibitively more and more expensive to research a new city... to the point its no longer feasible. The actual tech represents the logictics and planning involved in creating a new city, and the increasing cots represents the ever more complicated logistics in governing more and more cities.

Conquest however should not be restricted by this. However, if you research a new city tech so that you can build one more city, but then you instead conquer a city, it goes back to zero. If its already at zero, and then conquer a new city, it goes down to -1. So the next time you research this tech, it simply brings you back up to zero. Its  a downside to conquering, plus the player that just lost a city will now have their next 'new city' tech at a cheaper price ... due to the that player now having less cities overall.

Anyway, im stilling milling this idea in my head to see if its any good.

That's why a "new city" tech isn't really good, because if you conquer a new city your available cities are back to 0. And you made a research for nothing.

In fact I prefer my other idea about this : each 4th level in civilization gives you one more available city. And a tech "urbanization" will give you a new city for each 3 level in civilization (or 5th and 4th, etc.)

on Feb 25, 2010

Tridus

Quoting KellenDunk, reply 226attaching the number of settlements to the civilization tech tree in some way is a really good idea to whomever suggested it!

That would have to only affect creating settlements yourself though, otherwise it'd totally cripple conquest style players because they'd have to keep up with the city count research in order to conquer anything.

That would be a player choice : If you go deep in the military tree ... and have a little level in civilization, then you'll have to ... conquer. Isn't it logic for a "military" faction ? They get new cities through conquest.

on Feb 25, 2010

Tridus

Quoting Outlaw, reply 210Quoting vieuxchat, reply 201Food isn't global. It's a per/town basis. But ! Caravans add a percentage of every town connected.

For instance you have two town A and B. Town A has 10 food, town B has 20 food. If a road exist between them, then town A get 10 food + 10% from food of town B (2) = 12 total food. Town B gets 20 + 10%  from town 1 (1) = 21. So roads are really important, and caravans delivers gold each time they arrive in a town.

Well now Im confused, since Tridus makes it sound like it works completely different. I am not in beta, so I can only go off what you guys in beta tell us.


Far as I know, that is how food works. Other resources are supposed to work the way vieux described, but I haven't seen it with food. Settlements without their own food don't seem to get a percentage of food, I can grow them to city with no problem (so maybe its 100%).

Could be that food in general just isn't fully implemented in that beta or something, I dunno. I do know that per town setting import/export is a lot like the economic system they already said they aren't doing, so it's pretty unlikely.

In fact food already work like that IF you build a road. You can have a big big city with a lot of food, and if you connect your outpost with it, it will have enough food to get to level 2 or 3. I already did that.

on Feb 25, 2010

 

vieuxchat

Quoting Outlaw, reply 230
Quoting Tridus, reply 227
Quoting KellenDunk, reply 226attaching the number of settlements to the civilization tech tree in some way is a really good idea to whomever suggested it!

That would have to only affect creating settlements yourself though, otherwise it'd totally cripple conquest style players because they'd have to keep up with the city count research in order to conquer anything.
Vieuxchat suggested it, and I also like the idea, but Tridus brings up a good point.

This "new city" tech is one that a player should be able to research over and over. However, each time it gets prohibitively more and more expensive to research a new city... to the point its no longer feasible. The actual tech represents the logictics and planning involved in creating a new city, and the increasing cots represents the ever more complicated logistics in governing more and more cities.

Conquest however should not be restricted by this. However, if you research a new city tech so that you can build one more city, but then you instead conquer a city, it goes back to zero. If its already at zero, and then conquer a new city, it goes down to -1. So the next time you research this tech, it simply brings you back up to zero. Its  a downside to conquering, plus the player that just lost a city will now have their next 'new city' tech at a cheaper price ... due to the that player now having less cities overall.

Anyway, im stilling milling this idea in my head to see if its any good.
That's why a "new city" tech isn't really good, because if you conquer a new city your available cities are back to 0. And you made a research for nothing.

In fact I prefer my other idea about this : each 4th level in civilization gives you one more available city. And a tech "urbanization" will give you a new city for each 3 level in civilization (or 5th and 4th, etc.)

Hmmm, Im not sure if I like that. Feels too confining for the players, and makes it feel like its funneling players into a single predictable path to play the game.

With 'new city' techs the player gets to decide when to focus on cities, and when they can put all their energy into that effort. But I agree, making all their research obsolete if they conquer a new city isn't good or elegant. So, instead of worrying about who is conquering what, simply base the cost into researching a new city on the number of current cities you control. Its basically the same effect, but with no risk of making your research obsolete.

Outlaw, I think your solution is searching for a problem, just complete the "New City" research and you're now ABLE to build another city.  No need to worry about anything other than that.

The problem is already there, --> city spam. I just want to come up with the best way to limit its as much as possible. Increasingly expensive "new city" techs would go much farther in doing that than simply a single base price for the tech, imo. But you had to deal with city conquest, and the addition of new cities through that manner... but I feel my new suggestion above makes that a non-issue now.

on Feb 25, 2010

 
The problem is already there, --> city spam. I just want to come up with the best way to limit its as much as possible. Increasingly expensive "new city" techs would go much farther in doing that than simply a single base price for the tech, imo. But you had to deal with city conquest, and the addition of new cities through that manner... but I feel my new suggestion above makes that a non-issue now.

I don't understand why you need to consider captured cities at all in this process.

on Feb 25, 2010

Sarudak

Quoting SolarBall, reply 212A few thoughts here:

 

The most blindingly obvious solution to me is to require essence to found all cities, not just cities on barren land.  It's quite simple to understand, and would limit city spam quite effectively tghanks ot the hard limit from essence.  The cost on rejuvenated land might be less than barren land, and would need balancing, but would still be there.  As others have said, the other uses for essence also come into play here.

 

I really, realyl like the idea of having resource buildings buildable away from cities, and am somewhat surprised this wasn't the original plan.
 

The problem with this is that it would encourage a very small number of super cities and not other settlements of any size. Simply because essence is so precious you would always want to get the most bang for your buck. A point of note is that the goal isn't just to eliminate city spam. The goal is to make an RPG-esque kingdom with few large cities and settlements of varying sizes as well as tiny outposts.

 

I imagine the "outposts" would be the things used to extract resources and such.  If small settlements are really desired, essence might be used for that as well.

on Feb 25, 2010

FIXED:

I think now that we KNOW they will allow players to grab resources without having to build a whole city where the resource is that "City Spam" will mostly take care of it's-self.  What was the number one reason for deciding where to build your city? Because that's where the resources you wanted were. That's not as much of a factor now as you'll be able to grab that resource that's 4 or 5 tiles away from your city without having to build a new city that close by.

NEW PROBLEM:

This does how-ever do something else, it throws the weight of what will determine "City Spam" on the shoulders of the Rate of Expansion of the Healing/Twisting effect on the land. Even though we can now grab that resource that's a bit away from our city, it would still make sense that we'll only be able to actually build on the improvement if the land underneath it has been twisted to our will. If this Spread Rate is too slow/small then we'll Still have players spamming cities close together to get the resources they need.

POSSIBLE SOLUTIONS:

1) Increase the Rate of the Spread. If this grows a little faster in the early stages of development the player will be able to grab that resource that's 4 or 5 tiles away. It can always be set up to Spread quickly at first because of the strength of the spell but gradually get weaker the more land it takes over. After-all we can only assume each use of essence to bring the land back to life can only stretch so far. It's not a infinite effect.

2) Allow the casting of the Healing/Twisting Spell to be independent of founding a new city. This way a Sovereign can expend the essence needed to bring the land back to life around those resources he needs so badly. You are getting a infinite resource after-all, it only makes sense you may have to "spend money to make money" as it were.

Disscuss...

on Feb 25, 2010

Raven X
FIXED:

I think now that we KNOW they will allow players to grab resources without having to build a whole city where the resource is that "City Spam" will mostly take care of it's-self.  What was the number one reason for deciding where to build your city? Because that's where the resources you wanted were. That's not as much of a factor now as you'll be able to grab that resource that's 4 or 5 tiles away from your city without having to build a new city that close by.

NEW PROBLEM:

This does how-ever do something else, it throws the weight of what will determine "City Spam" on the shoulders of the Rate of Expansion of the Healing/Twisting effect on the land. Even though we can now grab that resource that's a bit away from our city, it would still make sense that we'll only be able to actually build on the improvement if the land underneath it has been twisted to our will. If this Spread Rate is too slow/small then we'll Still have players spamming cities close together to get the resources they need.

POSSIBLE SOLUTIONS:

1) Increase the Rate of the Spread. If this grows a little faster in the early stages of development the player will be able to grab that resource that's 4 or 5 tiles away. It can always be set up to Spread quickly at first because of the strength of the spell but gradually get weaker the more land it takes over. After-all we can only assume each use of essence to bring the land back to life can only stretch so far. It's not a infinite effect.

2) Allow the casting of the Healing/Twisting Spell to be independent of founding a new city. This way a Sovereign can expend the essence needed to bring the land back to life around those resources he needs so badly. You are getting a infinite resource after-all, it only makes sense you may have to "spend money to make money" as it were.

Disscuss...

I like the idea that the land needs to be aligned to you to access a resource.

I like the idea to be able to expend essence to heal/twist the land without building a city (maybe only mana or a VERY small essence cost. Another possibility would be to be able to "direct" to some extent the healing effect of your city. Default is to spread in all directions, but maybe you could will it to focus in one direction at the cost of not expanding in other directions...

I am also interested to see what other uses there are to essence, I think this is going to be the BIG deterrent to city spam.

edit: I also think that being behind "city walls" needs to provide a pretty hefty defensive bonus. There needs to be motivation to get those resources inside of walled territory, and not just within "the sphere of influence".

on Feb 25, 2010

KellenDunk
 
I don't understand why you need to consider captured cities at all in this process.

You don't, really. Its easy enough for the game to keep track of who founded a city, so it knows how many cities you've founded. The "city founding" tech would control that number. Once you hit the limit, you can't create new settlements until you get another level of the tech. Conquered settlements don't factor in at all, which allows the path of a warlord not focused on Civilization techs to be workable.

That's not my preferred solution to the issue, but it's certainly workable.

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