Paeanblack
Prince
- Joined
- Dec 4, 2001
- Messages
- 518
The predictable ring growth of cultural boundaries has bothered me from the first game. I've always thought that terrain should have a much stronger effect on the boundaries, to the point where the boundaries wrap to the terrain.
Here's my idea:
When a city is founded, it spreads culture to the 8 adjacent squares, like how things currently work. Each turn after that, the city sends out a "culture walker" that randomly travels through as many squares as the city has culture-per-turn. This walker isn't a real unit; it's just a concept used in the game engine. You don't actually see the walker.
Here's how it works:
A city producing, say, 14 culture per turn, will send out a walker each turn that randomly walks through 14 squares, adding a culture point in each square he enters. If the walker enters the same square several times, that square gets multiple points; this will happen frequently for squares near the city.
The catch is that the chance that the walker will enter a particular adjacent square is modified from the default by the type of terrain in that square. Rough draft follows:
Hills: -25%
Forests: -25%
Tundra: -25%
Jungle: -50%
Ice: -50%
Along coastline: +25%
Along rivers: +25%
Crossing rivers: -50% (-25% with bridges)
Mountains: -75% chance
Road connection: +25%
Railroad: +50%
Foreign terrain w/ no agreement: -25%
Enemy terrain: -50%
Foreign w/ Open Borders: +0%
Foreign w/ Pact/Alliance: +25%
I'm aiming for three main side effects here:
1) Culture spreads more naturally...faster down roads and along rivers and coasts, but slower through harsh terrain.
2) The player doesn't know exactly when a particular resource will be under their control, but can narrow it down to within a few turns of high likelyhood.
3) The player can steer the expansion of his territory with road construction and diplomacy.
What do y'all think?
Here's my idea:
When a city is founded, it spreads culture to the 8 adjacent squares, like how things currently work. Each turn after that, the city sends out a "culture walker" that randomly travels through as many squares as the city has culture-per-turn. This walker isn't a real unit; it's just a concept used in the game engine. You don't actually see the walker.
Here's how it works:
A city producing, say, 14 culture per turn, will send out a walker each turn that randomly walks through 14 squares, adding a culture point in each square he enters. If the walker enters the same square several times, that square gets multiple points; this will happen frequently for squares near the city.
The catch is that the chance that the walker will enter a particular adjacent square is modified from the default by the type of terrain in that square. Rough draft follows:
Hills: -25%
Forests: -25%
Tundra: -25%
Jungle: -50%
Ice: -50%
Along coastline: +25%
Along rivers: +25%
Crossing rivers: -50% (-25% with bridges)
Mountains: -75% chance
Road connection: +25%
Railroad: +50%
Foreign terrain w/ no agreement: -25%
Enemy terrain: -50%
Foreign w/ Open Borders: +0%
Foreign w/ Pact/Alliance: +25%
I'm aiming for three main side effects here:
1) Culture spreads more naturally...faster down roads and along rivers and coasts, but slower through harsh terrain.
2) The player doesn't know exactly when a particular resource will be under their control, but can narrow it down to within a few turns of high likelyhood.
3) The player can steer the expansion of his territory with road construction and diplomacy.
What do y'all think?