That does indeed seem very interesting. Although it could just be, as someone else has said, a matter of selling off land tiles to someone else. It would be neat to have your borders growing in different directions by different amounts, but I wonder if it would add too much complication/micromanagement to the game? We'll have to see, I guess.I'm pretty interested in the fact that in several of the screen shots showing borders, they don't seem symmetrical. The borders expand to different lengths in different directions, implying that it's not a static expansion in a set shape.
Maybe you can choose which way borders grow, or otherwise affect them? Maybe the tiles you work, or occupy with units, affect your borders?
I suspect that the truth is probably a halfway point: 1 horse resource might allow for a limited number of horse units, perhaps 5 or 10 but not 1. You're right that we may be reading too much into this small article though.I really think that the interpretation/translation of a Danish article, with questionable actual experience with the game, has us grasping at straws here. The whole idea that 1 horse resource = 1 horse unit seems weird to me.
The idea of 1 horse resource = 1 city can produce horse-based units makes more sense to me.
True, that could be a possibility. Having 1 horse allows you to build 1 mounted unit at a time, and so on. That might be cool.Have to agree with icarus: more likely that resources limit simultaneous production rather than simultaneous possession.
Having some benefits (even if small) for having multiples of the same resources would certainly be nice.I wonder if hooking two marbles will help build Sistine Chapel faster?
Thing is, that was one of the things from Civ3 that was not so fun: resource exhaustion. Nothing I hated more than hooking up my only source of Iron only to have it disappear the next turn. Although I guess if it was controlled and predictable, it might be better - i.e. a set number of times you can use a resource before it runs out, rather than resource exhaustion being a random event. But I still have the gut feeling that permanent resource exhaustion would be a bad thing. Temporary resource exhaustion may be okay.If resources are exhaustible, then I can see the whole global warming, renewable resources conceptual complex being introduced - which would be nice to play around with.
I really think that the interpretation/translation of a Danish article, with questionable actual experience with the game, has us grasping at straws here. The whole idea that 1 horse resource = 1 horse unit seems weird to me.
The idea of 1 horse resource = 1 city can produce horse-based units makes more sense to me.
That makes sense. Using the number of animated people in a group to represent the health was done in Civ4, but with less people in total for the healthy unit (typically 3). I guess it might be possible to start off with (e.g.) 12 units, lose 6 in a battle, heal back those 6, and gain an extra 4 from experience, making the total unit consist of 16 animated people and be stronger for the next attack. I can see a system like that working.Looks like the number of units displayed is not fixed and may indicate unit strength/hp/promotions/etc. See the spearmen on the left of http://pc.ign.com/dor/objects/62125...nounced-20100218060454245.html?page=mediaFull
(other spearmen units show 16 spearmen in 4x4 columns, macemen 4x3, archers 2x6)
I must say the rivers don't quite seem windy enough to be natural to me. But perhaps they'll change this later.RIVERS: City borders use a bright line which follows the edges of the hexes (smoothed out to be curvier). What about rivers? In one screenshot they follow the hex edges for a while, but seem to cut through one tile as well. Are they edge features or tile features?
I don't think we can really make any conclusions from that. The screenshots could have been taken by testers who'd only had the game for an hour and thus had no idea how to play properly. Or they could have been just chucked together in some equivalent to the Civ4 WorldBuilder in a few minutes. Either way, the main purpose of the screenshots is for showcasing the graphics, so I highly doubt we can draw any conclusions about proper city placement from them.SCALING: Following on from the above, if archers can shoot 2 tiles and siege lines up behind the front lines, I would expect the scale to be much bigger, and empires to be much larger and more spread out (maybe 3 rings of tiles in the Really Big Fat Hexagon). But, as above, two cities 3 hexes away from each other doesn't seem to imply that.