Trade-peror
UET Economist
Before I get to the integration, let me state my original idea:
It occurred to me how interesting the terrain could look if there were actually graphical representations of city workers on the map, outside of the city screen. It could streamline inter-city square management since every city's worked squares can be displayed at once. These representations would also complement the graphics of any terrain improvements already on the map, making the terrain look so much more urbanized by the start of the industrial era. Yet by no means am I advocating cluttering up the terrain; these representations should not obscure the natural identities of any squares (note that all this time I have not actually mentioned specifically how I think these graphics should look like, because I don't know!).
The effect on gameplay can potentially be dramatic, for no longer is everything somehow concentrated in a "city center." For example, it will no longer be sufficient simply to defend one spot, namely the "city square," while the rest of the city radius is exposed. While this may make defense more difficult, for me it answers the question of "How can your citizens still so invulnerably continue to work squares even with the dangerous proximity of enemy units?" In other words, killing the citizens of a city is now much easier--simply attack a square that is being worked (a side issue will be whether these squares can defend themselves). Combat is now much more interesting in that now parts of a city can be occupied, without necessarily having the owner of the city change hands. Progress towards capturing cities would be measured in a completely different way!
Now what about the integration of interface I talked about earlier? Well, as I contemplated representing the worked squares of cities on the map, I came upon simply throwing the idea of a city screen out altogether. Wouldn't it streamline gameplay if all the city information and settings could be displayed as a sidebar, perhaps? I personally don't like switching into "city screen" mode a couple dozen times a turn, and I think it could be more convenient in this new format. For example, I could switch a production, reassign a city worker, move a unit, and then check that the unit now defends some vital production spot of another city. I have not quite thought of exactly where I would relocate all of the features of the city screen (that might even be Atari's or Firaxis's job).
I welcome all comments, suggestions, and questions on that and any other part of this article.
It occurred to me how interesting the terrain could look if there were actually graphical representations of city workers on the map, outside of the city screen. It could streamline inter-city square management since every city's worked squares can be displayed at once. These representations would also complement the graphics of any terrain improvements already on the map, making the terrain look so much more urbanized by the start of the industrial era. Yet by no means am I advocating cluttering up the terrain; these representations should not obscure the natural identities of any squares (note that all this time I have not actually mentioned specifically how I think these graphics should look like, because I don't know!).
The effect on gameplay can potentially be dramatic, for no longer is everything somehow concentrated in a "city center." For example, it will no longer be sufficient simply to defend one spot, namely the "city square," while the rest of the city radius is exposed. While this may make defense more difficult, for me it answers the question of "How can your citizens still so invulnerably continue to work squares even with the dangerous proximity of enemy units?" In other words, killing the citizens of a city is now much easier--simply attack a square that is being worked (a side issue will be whether these squares can defend themselves). Combat is now much more interesting in that now parts of a city can be occupied, without necessarily having the owner of the city change hands. Progress towards capturing cities would be measured in a completely different way!
Now what about the integration of interface I talked about earlier? Well, as I contemplated representing the worked squares of cities on the map, I came upon simply throwing the idea of a city screen out altogether. Wouldn't it streamline gameplay if all the city information and settings could be displayed as a sidebar, perhaps? I personally don't like switching into "city screen" mode a couple dozen times a turn, and I think it could be more convenient in this new format. For example, I could switch a production, reassign a city worker, move a unit, and then check that the unit now defends some vital production spot of another city. I have not quite thought of exactly where I would relocate all of the features of the city screen (that might even be Atari's or Firaxis's job).
I welcome all comments, suggestions, and questions on that and any other part of this article.