Davinci Fan
Chieftain
- Joined
- Jun 6, 2007
- Messages
- 86
First I'd like to reintroduce myself to the community. Hi everyone. I played this game almost religiously when it first came out, but gradually real life encroached on my time and I had to set aside this wonderful game. Recently I began taking an online C++ programming course (still in progress, just beginning), and I was looking for a practical application that mattered to me. I decided to reapply myself to this game, from a modding perspective.
Anywho... One thing that I loved when I began the game was the concept of an empire's cultural boundaries. What I didn't like, though, was how circular and symmetrical it was. So here's my pitch: I'd like to see culture boundaries expand more in keeping with the physical terrain (for example, an empire ought to expand over mountain ranges and to off shore islands much more slowly than down a river through the great plains.)
Draft 1:
Each turn, every square that an empire owns 'emits' culture across the four sides of that square to the spaces immediately adjacent to that square that the empire doesn't control. If two cultures are butting up against each other, whichever is producing more culture emits the difference between the two to the other side. Once an empire has X more culture than any other in a particular square (say, 5), that empire gains control of that square.
How does the computer determine how much culture is 'emitted' across a line? Essentially, there is a base culture emission rate (bear with me for a moment) that is modified by the proximity to a the nearest city and the terrain of the square to which the culture is being transferred. Are the two squares on the the same side of a single river? +100% spread. Are you transferring to a hilly square? -50%. Across a river? -50% Along the coast? +50% spread. The numbers still need to be balanced (assuming this is possible), but I think you understand the idea. The base culture emission rate (BCER) is equal to the total culture produced by all cities divided by the perimeter of the culture footprint (discounting ocean squares or something I think)
Let me walk through how this would work with the simplest scenario, the center of pure grassland (5 culture gets you a square for now):
Turn 0 Settle your first city, +4 Culture per Turn (CpT) perimeter of 4 (beginning with no cultural boundaries)
Turn 5 Gain control of the four squares surrounding your city, new perimeter 12 (think of a 5 square cross and count the lines)
Turn 13 Gain control of the four squares in the corners of the cross (being fed by two perimeter lines at 1/3 CpT for 2/3 CpT 5/.66 = 7.5ish for 8 turns till expansion)
Turn 20 Gain control of four squares in the center of each side.
OOOXOOO
OOXXXOO
OXXXXXO
OOXXXOO
OOOXOOO
Turn 27 Gain control of the remaining squares in the BFC (2.33 culture on turn 20 plus .4 CpT (4/20*2 sides) for 7 turns to get 5.13)
It gets more complicated with terrain, but that's the basic idea. Is this possible to implement? I want to say yes, but I am not sure. Any feedback on the viability/feasibility? Any tips?
Cool, but why?
I decided to post a follow-up, since it occurred to me that it might appear that the changes I proposed, while interesting visually, serve little actual purpose. One mod I used for my own games the last time I played this game made it impossible (in the beginning of the game) to settle a city outside your cultural borders. Empires grew much more organically, with real definition to them - what with the contrasting no-man's-land that persisted until well into the middle ages.
I'd like to include this feature - with a few modifications regarding exploration, growth, and maintainance - in this mod, allowing nations to grow organically with regard to geography and topography.
Some basic ideas to improve the functionality of this change:
1. Cities may be settled closer than before (min 1 square instead of 2)
2. More bonuses to yields with technology and improvements as well as improved base yields for some tiles like coast (ie. a size twelve city can subsist on fewer squares than previously necessary)
3. Rebalanced bonuses from running specialists, including a general shift towards the countryside providing food and specialists providing production.
4. With particular accompaniment or technologies, settling on unowned plots becomes a possibility (such as settling on a foreign continent with the advent of navigation)
Anywho... One thing that I loved when I began the game was the concept of an empire's cultural boundaries. What I didn't like, though, was how circular and symmetrical it was. So here's my pitch: I'd like to see culture boundaries expand more in keeping with the physical terrain (for example, an empire ought to expand over mountain ranges and to off shore islands much more slowly than down a river through the great plains.)
Draft 1:
Each turn, every square that an empire owns 'emits' culture across the four sides of that square to the spaces immediately adjacent to that square that the empire doesn't control. If two cultures are butting up against each other, whichever is producing more culture emits the difference between the two to the other side. Once an empire has X more culture than any other in a particular square (say, 5), that empire gains control of that square.
How does the computer determine how much culture is 'emitted' across a line? Essentially, there is a base culture emission rate (bear with me for a moment) that is modified by the proximity to a the nearest city and the terrain of the square to which the culture is being transferred. Are the two squares on the the same side of a single river? +100% spread. Are you transferring to a hilly square? -50%. Across a river? -50% Along the coast? +50% spread. The numbers still need to be balanced (assuming this is possible), but I think you understand the idea. The base culture emission rate (BCER) is equal to the total culture produced by all cities divided by the perimeter of the culture footprint (discounting ocean squares or something I think)
Let me walk through how this would work with the simplest scenario, the center of pure grassland (5 culture gets you a square for now):
Turn 0 Settle your first city, +4 Culture per Turn (CpT) perimeter of 4 (beginning with no cultural boundaries)
Turn 5 Gain control of the four squares surrounding your city, new perimeter 12 (think of a 5 square cross and count the lines)
Turn 13 Gain control of the four squares in the corners of the cross (being fed by two perimeter lines at 1/3 CpT for 2/3 CpT 5/.66 = 7.5ish for 8 turns till expansion)
Turn 20 Gain control of four squares in the center of each side.
OOOXOOO
OOXXXOO
OXXXXXO
OOXXXOO
OOOXOOO
Turn 27 Gain control of the remaining squares in the BFC (2.33 culture on turn 20 plus .4 CpT (4/20*2 sides) for 7 turns to get 5.13)
It gets more complicated with terrain, but that's the basic idea. Is this possible to implement? I want to say yes, but I am not sure. Any feedback on the viability/feasibility? Any tips?
Cool, but why?
I decided to post a follow-up, since it occurred to me that it might appear that the changes I proposed, while interesting visually, serve little actual purpose. One mod I used for my own games the last time I played this game made it impossible (in the beginning of the game) to settle a city outside your cultural borders. Empires grew much more organically, with real definition to them - what with the contrasting no-man's-land that persisted until well into the middle ages.
I'd like to include this feature - with a few modifications regarding exploration, growth, and maintainance - in this mod, allowing nations to grow organically with regard to geography and topography.
Some basic ideas to improve the functionality of this change:
1. Cities may be settled closer than before (min 1 square instead of 2)
2. More bonuses to yields with technology and improvements as well as improved base yields for some tiles like coast (ie. a size twelve city can subsist on fewer squares than previously necessary)
3. Rebalanced bonuses from running specialists, including a general shift towards the countryside providing food and specialists providing production.
4. With particular accompaniment or technologies, settling on unowned plots becomes a possibility (such as settling on a foreign continent with the advent of navigation)