Naokaukodem
Millenary King
- Joined
- Aug 8, 2003
- Messages
- 4,305
Cities should be able to build things in order to modify the main map. Like, for example, what usually workers do.
I already said elsewhere that the city builds and the workers jobs were kinda redundant : for example, you can cut trees that give instant production bonuses to the nearest city, or you can "work" a forest tile within a city, possibly with a lumber mill on it, which is meant to represent the exact same action in reality. (cutting wood)
Of course, gameplay-wise it's not the same, the first can be seen as an opportunity bonus, while the second is more related to your cities strategies, in theory, because in practice it is rarely used. (if we need a city that needs to build things fast, we will set it near hills, not near plain/grassland forests)
But, can't the "opportunity bonus" be harvested within the city ? For example, a citizen working the tile could as well cut the forest past a certain number of turn passed on it. Same for improving grassland or plain into farms.
The thing is, the worker have been here since the start as to give "something to do" to the player. Civ1 was an experimental game, as to make feel the player the overwhelming course of History, but wasn't a dedicated strategy game at first. It was a simulation. A pretty kind one. Now that it has been pushed more towards a strategy game, "thanks" to players feedback, one could imagine that we need to streamline a little the old mechanics like the workers one, which haven't anymore any reason to exist. (except for luring newbies into the game, who would have been, as I have been in a too consequent number of games to my taste, mistaken on the product, which isn't fair and counter-productive)
So the city screen should allow several things like exploiting the land fully, making bigger instant profits but at the cost of degradating the tile, or exploiting it more cautiously (like fallows or rational wood cutting) and then avoid food or production lacks by the future.
This could also be the reason of expansion, as to catch more fertile lands, and even conquests. (as in some Sci-Fi works that envision space races conquering one planet after the other, devastating them and needing to find another victim in order to continue their way of life)
I already said elsewhere that the city builds and the workers jobs were kinda redundant : for example, you can cut trees that give instant production bonuses to the nearest city, or you can "work" a forest tile within a city, possibly with a lumber mill on it, which is meant to represent the exact same action in reality. (cutting wood)
Of course, gameplay-wise it's not the same, the first can be seen as an opportunity bonus, while the second is more related to your cities strategies, in theory, because in practice it is rarely used. (if we need a city that needs to build things fast, we will set it near hills, not near plain/grassland forests)
But, can't the "opportunity bonus" be harvested within the city ? For example, a citizen working the tile could as well cut the forest past a certain number of turn passed on it. Same for improving grassland or plain into farms.
The thing is, the worker have been here since the start as to give "something to do" to the player. Civ1 was an experimental game, as to make feel the player the overwhelming course of History, but wasn't a dedicated strategy game at first. It was a simulation. A pretty kind one. Now that it has been pushed more towards a strategy game, "thanks" to players feedback, one could imagine that we need to streamline a little the old mechanics like the workers one, which haven't anymore any reason to exist. (except for luring newbies into the game, who would have been, as I have been in a too consequent number of games to my taste, mistaken on the product, which isn't fair and counter-productive)
So the city screen should allow several things like exploiting the land fully, making bigger instant profits but at the cost of degradating the tile, or exploiting it more cautiously (like fallows or rational wood cutting) and then avoid food or production lacks by the future.
This could also be the reason of expansion, as to catch more fertile lands, and even conquests. (as in some Sci-Fi works that envision space races conquering one planet after the other, devastating them and needing to find another victim in order to continue their way of life)