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 4)
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on Feb 21, 2010

- How random is the "governor" stat on a family member? It would be unfortunate to go one game with 300 turns before you can raise a settlement to city due to an unhappy RNG.

I'm hoping for a system where each family member/hired hero has some base set of stats, including governorship, which can be increased in a variety of ways. If a hero spends his days leading armies and winning battles, you should be able to increase his combat and army related skills. If a hero spends his days governing a city, sat in his Town Hall or whatever, his governing skills should go up. This would allow you to produce good governors, at the cost of leaving them sat in a city not adventuring or anything.

That said, I really like how this emphasizes heroes and family members as important things for your civilization itself and not just to be married off. Prestige could be affected, a new settlement being led by the legendary Lord Bob who just defeated two legions is probably going to draw more people then one founded by Uncle Dave the senile.

Oo that's interesting. It could be a related trait to governing, maybe called "Prestige." The more prestigious the governor, the more he can affect the actual prestige of the city he governs. The prestige trait could go up (and down?) based on his/her achievements, on or off the battlefield. 

Now to go wild on the succession system for a moment. When a faction surrenders, how about cities with sons and daughters of other sovereigns as rulers go to their parents factions, instead of having the whole defeated faction surrender as a whole?

Good idea! And perhaps cities with governors with no ties to other kingdoms could join a nearby faction that they were on very good terms with, regardless of their dynastic connections.

About governors, I like the idea of them, but as an idea, not as a second mechanic to avoid city spamming because the first mechanic we thought doesn't work... (and again, hard to know if it works until we get more uses for Essence).

But the essence mechanic does work - it makes settlement rushing much less effective (or rather, it makes it a trade-off). It doesn't prevent city-spamming throughout the game, though, because habitable land spreads so by mid-game or so you can usually found cities without having to spend any essence. 

While the idea says its possible for governors to be out adventuring, i don't think anyone would actually dare do that. If a hostile nation spotted a hero whos main focus is governorship instead of combat i am pretty sure they would put some serious effort into killing him since it would cripple his city.

Yes, people would probably start to specialize their heroes to an extent... I don't see that as a problem, though. Particularly if a city gets a bonus if its governor is in town, that would strongly encourage players to keep the governors of their larger cities stay in their cities (a bonus to a small city is not going to be as meaningful as a bonus in a large city, after all). To me, this is a positive aspect of the idea!

Giving a city a bonus just for having one of these heroes in it also creates a problem unless you cap the number possible. You could have 5 governors all running their cities from a distance while they all sit in one city which turbo charges that one city.

Um, no. That is not what he said. A city would get a bonus from having its own governor in town. A hero with 5 Governing sitting in a town that he is not governor of would provide no bonus to the town.

How about, you can control a city by force by stationing enough military units there even without a governour.

So, if you're a rapidly expanding empire you need to have enough military to control your conquest till the bureucrative has catched up. Military controlled cities would of course have high production and prestige penalties which would make them very costly, but they'd be yours still.

I like this! It also makes you think twice about integrating all the cities you conquer - you might be better off razing some of those cities. It'd make consuming another nation through warfare an expensive and difficult process, making it harder for a warmongering nation to just wash over the land. Basically, any city without a governor would be out of your control until you install a new governor unless you place it under martial law.

No offense meant, Boogie, but I think you totally missed Sid's point.  It sounds complex and non-intuitive and would be very hard to describe to new players, as I think is evidenced by the amount of confusion in the replies already in this thread.

Meh. I don't see all that much confusion - mostly just people curious as to details that Boogie didn't go into, and how to solve some of the problems with the idea. Saying a feature is unintuitive, confusing and complex based on a (literally) hastily scribbled description made on a Sunday afternoon is jumping the gun. Once details are nailed down I think this idea could be explained very easily and very concisely...

I like the overall idea.  It certainly raises issues, but I think they are addressble.  I think I'd allow the Sov to govern a small number of cities by himself, to at least level 3, if not higher (and obviously something that you can increase when picking Sov abilities.  It would need to be almost trivial to get level 2 governors, and not too difficult to get level 3 and 4.

I like this, too! It'd definitely make the very beginning of the game a little less of a hassle and emphasize how badass your sovereign is.

on Feb 21, 2010

I like what I read boogie

A couple of my own thoughts to add:

First, if the governor dies, the town should automaticly put a temporary leader in play. Maybe it takes time for this governor to be elected (with the town being unproductive while this happens), perhaps he'll only be able to hold control for X turns before a revolt, or he could possibly turn the city over to a neighboring nation if there is overwhelming influence.  Further, governors wouldn't nessecarily need to be special units, but if they are not, they lack the power and benefits a more heroic leader would bring. A default governor could perhaps only ever have a city of level 3, or is easily corrupted and/or killed.

Secondly, it might be interesting if the tile limit was a soft limitation rather then a hard one.  Essentially the maximium tiles listed would represent how large the city can be under its current governor without any inherient drawbacks. Should you place more tiles then this optimal number, the city's prosperity would degrade.  Eventually if a city grew too large, or a powerful governor is suddenly replaced by a lesser one, the city could collapse under its own weight and fall into ruin.  On the flip side, a town much smaller then its max number of tiles should have its prosperity increase accordingly.  It'd be interesting to see in action I think, and would let players push the limits of their societies or play it safe based on their preference.

Slightly related to my second point, you could also give the players sovereign a leadership score that indicates the number of cities he can control effectively.  It wouldn't stop you from city spamming, but if you over step what you can control by too many cities, corruption would be a big issue.  I have a fondness of limits that can be ignored, albeit at a cost.

on Feb 21, 2010

Mostly like the governor stuff, except for the possible flipping on governor death.

I agree with some others that you should be able to assign a governor that is lower level in this case, but just give the city some severe penalties. If you find that there's no one to govern a certain city, you can have it go independant. Either you lose direct control of it until you assign a new governor, or it could become it's own 1-city "kingdom", until you (or someone else) takes it by force.

One other thing that sort of bothers me, what happens when you take over an enemy's city and don't have a governor of high enough level to control it? Are we going to go on a razing frenzy? I plan on playing the goblin like faction, so it fits... but yea. Wars are going to cause the destruction of many many towns.

on Feb 21, 2010

1. Building a city, and suddenly running out of tiles with no way to get more.

The magic will allow you to raise new land, right?  Or make previously unbuildable land habitable?  It sounds like there will be ways to get more tiles, whether by terraforming magic (with direct analogues in GC2) or by bringing in a better governor to develop a high-priority settlement/building growth buildings/whatever mechanism exists in the city-building for increasing city size.

2. Plopping down an outpost to harvest a resource 4 tiles from another city.

A minimum distance between cities that forbids new foundings if they'd be within that radius seems like a good idea.

3. Forcing the player Snaking a trail of small improvements over to

I don't see anything wrong with snaking.  Small towns in the real world often grow along a principal street.  From what I've heard of Elemental's building system, it won't be a case of snake towns having cheap trash buildings with no value except as stepping stones to resources, but rather, a resource-oriented town will build a civic skeleton that can be upgraded into usefulness when necessary -- perhaps in preference to starting a new settlement.  Also, snaking will give intermediate towns distinctive shapes.  And if a player needs more civic buildings, then filling out a snake town's undeveloped areas could be an alternative to founding a new town.

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.

Civ has handled this with capping mechanisms.  If necessary, perhaps the one-shot Essence cost for the land to be revived could be turned into an ongoing Essence commitment for the land to be sustained.  E.g., a given hero has a number of Essence points to distribute between cities which is determined by an associated skill or attribute or level.  Let's say a hero has 300 town-sustaining capacity, which can be provided to a single giant city, or to two major cities, or to one major city and several small towns which serve as forts and mines, and so on.  This capacity might also come with a maximum number of different cities.  Exceeding either will force the player to allocate dying land which cripples existing cities until the limit is expanded or the holdings are diminished.
 

1. How high of a city that hero can govern, and...
2. How many tiles their cities can grow to.

In practice, this sounds a lot like the outpost/real city divide.  Pigsley there is going to limit whatever city he manages to being a tiny settlement only as important as its single purpose.  Re-assigning a better governor to develop an outpost will reduce your safety net of qualified governors and could lead to the loss of a city.

What mechanisms are already in place to determine city growth?
 

(with most units giving some bonus when they WERE stationed in a city).
 
[...]- 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

These things together sound like they could be a problem for hero use.  This system would reward players for keeping their heroes in their cities instead of campaigning with them -- both to get the bonus, and because losing a hero could result in losing a city.  I don't want to stick my commanders in the back of the base Starcraft-style.
 

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

Yeah, this way the snake or the blob still have the advantage of city walls.  Put me down in the dynamic city walls camp, BTW.  I want a bonus for making a contiguous city and I don't want to futz around with walls on a tile-by-tile basis every few turns.

I have no idea what went wrong with my quote fields here.

on Feb 21, 2010

psychoak
 

I actually find the whole resources in cities bit to be really annoying.  Really, who builds a city on a mine, or a farm?  The miners and farmers might live in the city, but the mines and farms are on the outskirts, not main street.

 

You do realize that cities are actually the highest rank for a settlement, right?

Your argument loses all sense when you replace "City" with "outpost"

 

on Feb 21, 2010

KellenDunk
 

You do realize that cities are actually the highest rank for a settlement, right?

Your argument loses all sense when you replace "City" with "outpost"

Since one of the proposals to fix the problem was outposts incapable of growing into cities, I believe everybody does understand the terminology. The entire objection people have is the idea that some backwater mining settlement will grow to be as big as your imperial capital.

Cities aren't particularly special when you have 30 of them. When you have 30 settlements and only 5 are "cities"? Those five cities are pretty important.

on Feb 21, 2010

Tridus
Quoting KellenDunk, reply 50 

You do realize that cities are actually the highest rank for a settlement, right?

Your argument loses all sense when you replace "City" with "outpost"


Since one of the proposals to fix the problem was outposts incapable of growing into cities, I believe everybody does understand the terminology. The entire objection people have is the idea that some backwater mining settlement will grow to be as big as your imperial capital.

Cities aren't particularly special when you have 30 of them. When you have 30 settlements and only 5 are "cities"? Those five cities are pretty important.

What's to stop a particular mining outpost from growing into a major settlement?  What the hell was San Francisco?

on Feb 21, 2010

I like the governors and being able to use resources close by.

on Feb 21, 2010

You do realize that cities are actually the highest rank for a settlement, right?

Your argument loses all sense when you replace "City" with "outpost"

 

A mining camp needs a keep?  Calling it something else at a lower stage is irrelevant.  I don't care if it's a village, town, city, metropolis, whatever.  The organizational structure is entirely optional.  To set up a mining operation, you don't need any of them.  All you need is food delivered by the same supply train you'll already need to haul your ore to market.

 

In important gameplay mechanic terms, you wouldn't need the place brought to life in order to set up some tents and a fire pit.

on Feb 21, 2010

In important gameplay mechanic terms, you wouldn't need the place brought to life in order to set up some tents and a fire pit.

I picture them working like the asteroid fields in Galciv2. Once setup, they provide the resource and maybe a production bonus to the city they are attached too.  Players can attack and defend them to their preference, and should an outpost fall under a neighbors influence they could flip on the owner.

on Feb 21, 2010

KellenDunk

Quoting Tridus, reply 51Quoting KellenDunk, reply 50 

You do realize that cities are actually the highest rank for a settlement, right?

Your argument loses all sense when you replace "City" with "outpost"


Since one of the proposals to fix the problem was outposts incapable of growing into cities, I believe everybody does understand the terminology. The entire objection people have is the idea that some backwater mining settlement will grow to be as big as your imperial capital.

Cities aren't particularly special when you have 30 of them. When you have 30 settlements and only 5 are "cities"? Those five cities are pretty important.

What's to stop a particular mining outpost from growing into a major settlement?  What the hell was San Francisco?

 

San Franscico was a Phenomena. It benefited from a huge population influx driven by a mad rush for riches. This population the was soon sustained by California being granted statehood, major banks moving to San Fransico to set up shop and US army creating up bases. It also had an excellent bay for shiping and trade. It quickly became more thant just a mining outpost. It became THE commerce/trade capital of that entire region. I'll shamlessly plus myself, and say this all ties in nicely with my post on regional commerce centers, and how they naturally prevent city spamming in real world terms.

on Feb 21, 2010

So let me see if I got this straight.

There are 3 main things you can build on the map

1. Cities these require a hero or descendant with a governing skill in order to grow and the skill determines the size of said city though there will probably only be 5-10 on all but the largest 64 bit maps. These cities will be responsible for all of the magic, military and research your empire engages in.

2. Outposts/Towns/Camps

These will mainly harvest resources, provide population, or food. They do not require governors and will be placed on or near resources and then ship the to cities so that they can use the resources for other endeavors. These will most likely have a small military garrison ect.

3. For lack of a better word Attachments

These buildings include anything that must be attatched to 1 or 2 this is included but not limited to military watchtowers and keeps to control choke points and resource camps to prevent city snaking

Now if you only need govs for section 1 it sounds like an extremely good idea to me because that will definetely eliminate city spam for sure and makes the gameplay far more interesting in dividing 2's among 1's

on Feb 21, 2010
You're assuming Psychoak, that the mining outpost is located at a stable site, with no outside influences whatsoever. The initial expenditure to get the site up and running is not just getting the land nearby up to farming-grade soil (though it certainly wouldn't hurt the long-term viability). You also have to take in to account all the other factors, creatures not destroyed by The Cataclysm would be roaming free since the land is only just being occupied by civilisation, any predators hanging out (we can safely assume) wouldn't be detered by your mighty tents and fire pit. Any humanoid tribes nearby that haven't been assimilated into your culture yet could be mighty resentful of your success... A keep and in extreme situations, a wall would both be vital to the long-term success of the operation under many conditions one could expect in- what is the world's name or is it just "The World of Elemental"? The "organisational structure" isn't just an official for the sake of more red tape, the skill of the gov' represents your investment in the site overall and since we're trying to rebuild and repopulate the world, there is much more to consider than a simple mining outpost.
on Feb 21, 2010

I don't like this idea. While I do like the idea of governors, all I can really see coming out of this is players spamming heroes to make their governors. I'd rather just make cities past a certain point an economic liability. I'm a big believer in the bell curve

on Feb 21, 2010

TBh, i  don't really like the idea of govs, but anything that keeps city spam down is something i can handle. I love me some wide open wilderness .

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