Ultraworld
Emperor
- Joined
- May 2, 2003
- Messages
- 1,156
(1)
It is to restricitve for modders that we have the max of 2-units-at-start. Why not make a list to which we can add the starting units.
(2)
We need to get rid of the "build city" order. It is just a bit ridiculous.
I mean: let assume you play with a large real world map. How much cities would england (1200 ad) have. Just 2 where there is hardly any place for the scots who have just 1 city (at a bad location).
Instead of that we need only the "build colony" order. Colonies can turn into cities by:
- if a trade flow goes trough it
- lies at a river
- Some good resources are in its location
this are just ideas. not the holy grail
Colonies also need a harbor function by default. Useful for starting oversea trading posts.
How would a new game look:
You start with
- 1 worker *
- 2 colonization settlers *
- 3 warriors
You build 2 colonies at a good location. After that you gonna look for a friendly tribe and you build a road to that. Now your "civ" is connected to the tribe AND trade is abstract => you can trade with them.
As mentioned before due to the trade, good location and probably a river your colony (or maybe the other too) will turn into a city (just a city as in civ1+2+3) and you can just play.
Of course you want to trade expand conquer etc.
But the restriction is that you can't just rush cities and become big. You have to do it by settling colonies and hope that they will flip into a city.
This is alll very realisitc.
Look at Carthage (a phoenician colony) which builded colonies too (in Spain).
The greeks did it.
The romans did it
The english did it.
etc
etc.
Lots of those colonies turned into prosperous cities.
Remark:
There colonies generate a little bit of science => you can start research from the start.
They almost act the same as in Civ3 except that harbor function + they need a cultural radius of radius=0.
* Workers can't build colonies anymore. Settlers act the same as in Civ3 but now they build a colony and their population cost is 1 instead of 2.
<important edit:>
new idea: Rivers should act as a connection for the trade-network too.
eg: If a city or colony lies at a riverbank then it is connected with another city or colony which also lies at a riverbank (of the same river of course).
</important edit:>
It is to restricitve for modders that we have the max of 2-units-at-start. Why not make a list to which we can add the starting units.
(2)
We need to get rid of the "build city" order. It is just a bit ridiculous.
I mean: let assume you play with a large real world map. How much cities would england (1200 ad) have. Just 2 where there is hardly any place for the scots who have just 1 city (at a bad location).
Instead of that we need only the "build colony" order. Colonies can turn into cities by:
- if a trade flow goes trough it
- lies at a river
- Some good resources are in its location
this are just ideas. not the holy grail
Colonies also need a harbor function by default. Useful for starting oversea trading posts.
How would a new game look:
You start with
- 1 worker *
- 2 colonization settlers *
- 3 warriors
You build 2 colonies at a good location. After that you gonna look for a friendly tribe and you build a road to that. Now your "civ" is connected to the tribe AND trade is abstract => you can trade with them.
As mentioned before due to the trade, good location and probably a river your colony (or maybe the other too) will turn into a city (just a city as in civ1+2+3) and you can just play.
Of course you want to trade expand conquer etc.
But the restriction is that you can't just rush cities and become big. You have to do it by settling colonies and hope that they will flip into a city.
This is alll very realisitc.
Look at Carthage (a phoenician colony) which builded colonies too (in Spain).
The greeks did it.
The romans did it
The english did it.
etc
etc.
Lots of those colonies turned into prosperous cities.
Remark:
There colonies generate a little bit of science => you can start research from the start.
They almost act the same as in Civ3 except that harbor function + they need a cultural radius of radius=0.
* Workers can't build colonies anymore. Settlers act the same as in Civ3 but now they build a colony and their population cost is 1 instead of 2.
<important edit:>
new idea: Rivers should act as a connection for the trade-network too.
eg: If a city or colony lies at a riverbank then it is connected with another city or colony which also lies at a riverbank (of the same river of course).
</important edit:>