City Classifications

DaveShack

Inventor
Retired Moderator
Joined
Feb 2, 2003
Messages
13,109
Location
Arizona, USA (it's a dry heat)
Some of our honored elders have spoken in the Ministry of Internal Affairs about a grand idea for classifying each of our cities based on its production capability so that a national system of organized production can be created. This idea, which I have heard might be based on the history of a place called Phoenetica might seem a bit complicated for our little despotism, but if our philosophers and sages are seeing our future clearly, it will not be long before this will be the only way to keep things straight.

Some of the categories a city might be placed in could be:
  • Settlement center
  • Work crew depot
  • Military training ground
  • Scientific & Cultural Center
  • Wonderous Showcase

Friends, I'm not the most eloquent and would welcome your input on how best to label our cities, either in the form of additional categories or better names for the categories.
 
Deux Rivières: Settlement center (if this means settler-factory).
Vandelay: Work crew depot (if this means worker factorY).
Vo Mimbre: Military training ground.

We don't have to reinvent The Wheel every DG. (Ok strictly speaken, we do have to research The Wheel every game, but you know what I mean). These are the qualifications of DG3:

Settler/worker factory

This category will build nothing but settlers and units to escort them. When needed it will also build workers. These should be low production/high growth cities, and in some cases may need to construct a granary before being set on their 'path'.

Metropolis

The primary purpose of these cities will be to generate income, culture and science. They may also be used to construct wonders, and in times of need, units. This category will normally contain cities with good growth potential and good production. They will also generally receive the most attention from our workers.

Citadel

The primary purpose of these cities will be to produce trained military units. A barracks will be one of the first things constructed, and then just enough other buildings to maintain order. After that, they will almost exclusively produce troops. Ideal candidates will be cities with mediocre to low growth potential but the ability to produce a good number of shields with only a small population.

Port

The purpose of these cities will be to generate trade and science income, allow foreign trade via a harbor, and produce whatever naval vessels we need. They should build a harbor relatively early on, and then focus on markets and libraries while building enough happiness improvements to maintain order. These cities will obviously be coastal, with decent production capabilities and growth. They should be optimized to have as many citizens as possible working the coastal squares, as these produce extra income.

Border town

These cities are those resting on a border with another civilization. They will normally produce several cultural buildings early on, city walls, a barracks, and then can be switched to the Settler/worker factory classification. They will serve mainly as upgrade points rather than troop production centers due to the fact that they will often experience high corruption.
 
I guess I should have checked here first...I just went and found that same post you just quoted.

That really brings back memories...I was so proud of that post when I made it. ;)
 
Originally posted by Rik Meleet

We don't have to reinvent The Wheel every DG. (Ok strictly speaken, we do have to research The Wheel every game, but you know what I mean). These are the qualifications of DG3:

You did exactly what I hoped for, which was to pull up an old set of definitions and post them. :D

I have only a few minutes invested in the draft categories shown in the 1st post, and would prefer to go ahead with using the old categories that will be familiar to returning players, so let's go with the list that Rik copied over. Unless there is dissention, of course...
 
Originally posted by DaveShack


You did exactly what I hoped for, which was to pull up an old set of definitions and post them. :D

I have only a few minutes invested in the draft categories shown in the 1st post, and would prefer to go ahead with using the old categories that will be familiar to returning players, so let's go with the list that Rik copied over. Unless there is dissention, of course...

"Returning players"... :lol: You're making us feel old!

Our capital should be, and continue to be in the settler factory classification. The 3 cities to the east (if they're productive enough) can be military cities, due to all of that production! (Perhaps Ironfish could even be a future FP site, with the intent of relocating the capital -- WITHOUT -- using the FP exploit, if that's at all possible. ;)).

The cities around out capital are going to need much TLC (desert and jungle). The floodplains cities could very well be worker factories (WITH a granary! :p Yes, I know I annoy you enough with that... Perhaps I should have my camels... 'persuade' you... :mischief: ). That desert isn't gonna be very "productive" until the industrial era with rails (when most games at this level are already won by cavalry). Too bad this isn't C3C and we're not agricultural...
 
Top Bottom