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 8)
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on Feb 22, 2010

Govenors? I can certainly see a use for them. I would prefer they just be AI controlled units needed to be able to run my cities at full capacity and for, say, every additional 3-5K pop.(pick a #) growth in a city and additional Govenor be required, with a ssalary cost taken from the cities coffers to maintain said cities max. growth potential/output.

Outlying camps is brilliant. I would ask, politely, that Farms (wheat), or specialty crop areas (Orchards), be able to be expanded, strickly the resource though, by use of Essence (at reduced levels to that of city creation) with additional huts and perhaps some minor defensive structures, provided to keep Pop. requirements equitable. The bigger the farm, the more farmers needed to harvest and tend to said farm.

A Mine, that is strictly built for the ore therein would tend to have a restrictive Pop. component built in, unless more than one tunnel is active at a time.

on Feb 22, 2010

not sure if posted, but divide the map into countys or whatever and set the amount of citys to one per county and each city could support 4 towns and outposts.

on Feb 22, 2010

It occured to me that one other way of limiting city spam would be to limit population growth.  After all, it's not a city without people. 

Population growth in Elemental still seems a bit funky at this point, especially growth that happens by attracting the natives.  If there are benefits to having large cities (which there probably should be) then spamming small cities might mean it takes a very long time for them to grow larger.  In most games having more cities grows overall population faster, we can tweak that.  If attracting the natives is to be a primary source of people, then population growth could be less tied to how many cities you have and be based more on how much land you control.  Those are related of course, but not directly.  There will still be incentive to expand, but it could be beneficial to maximise space between cities, rather than minimizing it.

on Feb 22, 2010

valhur
not sure if posted, but divide the map into countys or whatever and set the amount of citys to one per county and each city could support 4 towns and outposts.

 

So simple. And yet it would instantly fix everything. If the countys can be generated in a reasonable manner then it fixes everything.

on Feb 22, 2010

Valiant_Turtle
It occured to me that one other way of limiting city spam would be to limit population growth.  After all, it's not a city without people. 

Population growth in Elemental still seems a bit funky at this point, especially growth that happens by attracting the natives.  If there are benefits to having large cities (which there probably should be) then spamming small cities might mean it takes a very long time for them to grow larger.  In most games having more cities grows overall population faster, we can tweak that.  If attracting the natives is to be a primary source of people, then population growth could be less tied to how many cities you have and be based more on how much land you control.  Those are related of course, but not directly.  There will still be incentive to expand, but it could be beneficial to maximise space between cities, rather than minimizing it.

One of my ideas was to make food scarcer. Your population should in theory be limited by what you can feed. If you can't get enough people to turn every settlement into a huge city, then the problem largely goes away on its own because building a new outpost is taking food away from somewhere else. (Of course, it also makes fertile land resources EXTREMELY valuable.)

on Feb 22, 2010

What about a design philosophy that says you won't be able to use all the resources on the map because of your limited number of cities, and you have to pick a subset of resources to exploit out of the resources you get?  In the long term, you might be able to eke out another city, but in the short term, if you want a new resource you have to fight for it.

I continue to believe that a low city cap is crucial to making cities interesting without making them a chore (particularly in the endgame).

on Feb 22, 2010

Proposal 1: Each city has a "food footprint."  This is much larger than a large city itself, and larger even than the proposed +3 radius for harvesting resources.  Each type of terrain then produces a certain number of points.  The best types of terrain are plains and rivers, lakes/forests/coast are medium quality, and mountains/deep ocean are worst.  The size of a city is determined by the number of points in its food footprint.  If two cities have overlapping footprints, then they have to share the points from the shared squares.  I know it's very Civ-like, but that may be okay.  Civ allowed city spam because the food footprints were too small.  Developers can fine tune how much city spam there is simply by adjusting the radius of the food footprint.

 

Now this idea I like.  It's not a pain in the ass abstract that makes no logical sense and blows up game mechanics for other things, causing endless exploitation of the breaks and ruining diversity of choice.

 

It takes a couple other states to feed New York.  Want a megopolis?  Feed it.  Want lots of cities?  Take over enough territory to feed them.  No "well I might be attacked by a dragon and I can't stand losing infrastructure so it just has to be guarded by stone walls and a standing army!" arguments are required either.

on Feb 22, 2010

The problem with footprints though is that you can end up in odd sitations where citys clearly should not matter to each other, but the footprint blocks the city from being built.

Perhaps instead of a fixed footprint, there is an average distance between citys you need to maintain. This way you can put the citys very close together if you need to, but you must put the next couple of cites way out from everything else. That way you can stack them in when you need to, but it also forces you to keep lots of open ground in your nation.

Maybe too complex. The footprint idea seemed to work well AoW, even if you did end up in odd situations every now and then.

on Feb 22, 2010

psychoak

"Proposal 1: Each city has a "food footprint."  This is much larger than a large city itself, and larger even than the proposed +3 radius for harvesting resources.  Each type of terrain then produces a certain number of points.  The best types of terrain are plains and rivers, lakes/forests/coast are medium quality, and mountains/deep ocean are worst.  The size of a city is determined by the number of points in its food footprint.  If two cities have overlapping footprints, then they have to share the points from the shared squares.  I know it's very Civ-like, but that may be okay.  Civ allowed city spam because the food footprints were too small.  Developers can fine tune how much city spam there is simply by adjusting the radius of the food footprint."
 

Now this idea I like.  It's not a pain in the ass abstract that makes no logical sense and blows up game mechanics for other things, causing endless exploitation of the breaks and ruining diversity of choice.

 

It takes a couple other states to feed New York.  Want a megopolis?  Feed it.  Want lots of cities?  Take over enough territory to feed them.  No "well I might be attacked by a dragon and I can't stand losing infrastructure so it just has to be guarded by stone walls and a standing army!" arguments are required either.

I have to agree. Its the most elegant suggestion so far, and the end effect is the same as many others. Nothing wrong in borrowing what has worked in past and expanding on it.

on Feb 22, 2010

I can see food footprints interacting interestingly with the resource system.  Presumably the biggest cities will need access to plains, but certain resources will only be found in the mountains.  Perhaps you can get horses in your metropolis, but you'll need a tiny mountain town for your iron.

on Feb 22, 2010

Now, there's an idea, Cerevox!

Let's say I want 5 cities, and I want them close for defensive purposes.  They all have a point score associated with them; following psychloak's idea of having a certain number of tiles that must be allocated to each city to "feed" it.  I have to have a vast ring around my "quint-cities" area that's providing the resources, so I need to set up the infrastructure around them.  If a city is within another city's working radius, both city's growth rate is hampered.  And it costs more essence to put cities closer together than it does to spread them out.  The more closely packed, the more area around must be reserved for "feeding", the slower the individual cities grow, and the more essence it took to set them up. To me, that's a great "guns v. butter" choice; close cities for defense at the cost of spread out cities for resources, growth, and essence.

on Feb 22, 2010

Unicorn McGriddle
I can see food footprints interacting interestingly with the resource system.  Presumably the biggest cities will need access to plains, but certain resources will only be found in the mountains.  Perhaps you can get horses in your metropolis, but you'll need a tiny mountain town for your iron.

And both those cities will be competing for the same land, so building more cities only serves to have smaller cities. This should help to solve the dilemma that Boogiebac brought up with healing the land. Sure more healed land means more cities, but if you want a huge city with all the perks, you'll need to build less cities to support it.

on Feb 22, 2010

Governors

I'm on the fence about this one.  They seem like added complexity without, necessarily, added fun.  I'm convinceable, though.

Preventing City Spam

City spam could be controlled for the same reason ancient civilizations conquered more than settled: it's cheaper.  Expensive as armies are, a successful offensive war could be very profitable for the conqueror.  Creating, and upgrading, cities should be a serious investment.  I like the Essence expenditure to get things going.  I think it should take considerable material resources (gold, wood, stone, food) to get a city to increase level.

Prevening Snaking

The solution of "undefended resource gatherers" is excellent.  It also has a dash of realism: outlying farms and settlements were invariably more vulnerable than the towns and cities that protected them (or nominally protected them).

Something which might  work: Level 0 settlements (outposts) can be placed on top of resources within X tiles of a city.  I liked someone's earlier idea that the "area of control" could be based on city level, though I'd add terrain to the equation.  However, they can't ever get any bigger, unless the tile is evenually outright absorbed into the city.  Outposts don't get walls, can't have governors, can't recruit, and--if on Barren land--consume food from the "host" city.  They can house garrisons to maintain order and stave off bandits, but without a proper fortress...perhaps allow them to become fortresses at considerable cost.

Thoughts?

on Feb 22, 2010

I actually like the food-print idea. Seems elegant & logical. And I hate city spam.

 

Perhaps some cities could ship thier food and even commercial produce to other ones, and help to support the growth of "important" cities.

I just believe that all cities should be like they are in fantasy. having like multiple massive metropolises is absurd, and not even very fun. A great empire should have a few, but every kingdom shouldn't be lined with them. City spam isn't the issue so much as productive city spam is.

on Feb 22, 2010

By the way, I see folks referring to the "+3 resource radius" of a city for undefended resources.  I may have read it wrong, but I thought Boogiemac's original idea was to have that radius increase with the size of the settlement.  +1 for a village, to +5 for a city.  The food ring should extend out considerably past that, maybe 2x the radius?

 

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