All I meant was it (vicinity) was the same as it is now in the work radius + cultural border + improvement + route.
At road building vicinity adds in the 3 plot in the same way but it is not workable by the city until City Admin.
At railway you get the forth plot as vicinity. Just fir those people who don't like their city work areas to overlap. Personally I like having some resources in the vicinity of two or more cities because of the benefits. In my latest game the land is such that I have to place some cities only 3 plots from each other to get the resources.
I guess the one issue I have with this (thanks for explaining how vicinity currently works though) is that AGAIN we require Road Building which is so far down the line in techs - Classical era! - to get the third rung into vicinity. When we generated this prereq structure for animals it's not so bad because you often find the animals and get local access when you make the herd buildings but for mineral resources it's too great a crapshoot whether you're going to have access to that absolutely critical resource as it is that if it's inside your nation anywhere it really pisses you off when you have to wait til the Classical era to actually access it! I mean, in theory I actually like all the arrangement there but when you've got like 5 copper on a Giant map it's not frequent enough to make this work imo. The thing that makes it so frustrating is its not like you can see the stuff when you begin to build your cities so strategic planning is not the issue... we're just basically outright trying to strongly motivate players to pack cities in together so there's tons of overlap once the third rung is finally reached. I think Joseph's argument of 'stop trying to force me to play a particular way' is ringing in my ears on this one.
I'd much prefer it if vicinity were simply defined as the cultural reach of that city alone. That's it. Nothing more to it. If that means it reaches to the 4th or even 5th rung due to massive cultural influence I would not be against that still. Culture is already undervalued a great deal (even Developing Leaders hasn't completely fixed that fact when playing that option.) Such an adjustment (even if only by option) would help culture to expand in value a bit more.
We can already achieve this. We just make eggs and feathers available for trade at scavenging and make a new improvement for the poultry resource - a scavenging camp like building early on that upgrades to a Poultry Farm at Poultry Domestication.
Pretty much exactly. I was just giving an example of the shift in thinking we may need to take when approaching some techs is all.
1. No because we also have Mines for non-map resources such as Pyrite Mine, Tungsten Mine and Cobalt Mine. Also many of them come so early that there is no such thing as "Administration" or "Company".
I like DH's point about the term 'administration' as what he said there was exactly what I was thinking about the term. I'd also given some thought to the proxy resource source buildings like Pyrite Mine etc... and what we'd simply do would be to call them Mine and Administration. That way the player would get the clearer picture of what the building actually is.
2. We have that, its called requiring a resource. The whole point about city vicinity is so only cities near a resource get the resource. Not I am still not that happy that building with a resource count as city vicinity too.
And I'm saying our current definition of vicinity is too restrictive. Restrictive of the sort that removes fun by adding cruel frustration. The player cannot see these resources when planting their cities so its not strategic, it's luck and we're stacking the deck against access to resources that are more of a national need than a want. IMO, nearly all nations should find access to these types of resources quite easily. (I'm talking mostly about the mineral ones.) Animals and crops aren't too hard to come by but mineral ones can't currently be gained by anything but the whim of the map placement and hoping it pops up within a city radius - if the concept of vicinity was a bit wider we'd not have such an issue with this. And it would also make getting access to cultures a bit more prevalent which I think would be good as well. Additionally MORE of those proxy resource buildings would come into play and it's always fun to see those become available. I don't think anything could make them 'commonplace' but having them unlock more often would be nice.
Even if you don't have Elephants or Camels you may still encounter them from your enemies. Thus it makes sense for you to research a tech about it.
Not always. Imagine a map that didn't get any elephants or camels anywhere. Not just on your continent but on the globe. What about no horses? Shouldn't a good tech tree be able to show how the cultures of such a planet would develop differently than the ones here? What if we created some new 'alien' resources and techs to go with them that we ourselves have never encountered so could never research?
I'm not only pointing at the animal techs. It was Bronze that really got to me. You know there's only two sources of Tin worldwide on Earth right? So what if there were none? We'd have never had Bronze. Thus a tech to work bronze would never have been developed and what... we'd be stifled and stuck and unable to learn the things beyond it until a meteorite came along and brought us tin? No... even more irrational - according to the current C2C tech tree we would learn how to work with it despite having no idea it exists because we can develop technologies regarding the manipulation of a material that we've never invented or heard of.
I'm not bashing what we've done with the tech tree so far - it's brilliant in many ways. Doesn't mean we can't improve on it still.
There would be someone in charge so there was "Administration" of some kind even if it was an overseer, foreman or manager.
Exactly. If we can come up with a different term that would mean Effort and Material Distribution Management Center without it sounding too era specific while not sounding too public or private then maybe that term would fit a little better. But calling them 'mine' rubs a lot of players the wrong way since they have a hard time knowing exactly what the building is and how it differs from the improvement they just placed.
And yet if you lived on Earth in the Americas you would not have encountered anyone who would have seen any of the three; Horses, Elephants and Camels and yet you need to know how to domesticate all three to get to masonry.
Exactly. Despite the point made about being able to get around it for masonry which is a deflection of the core point you and I are making here.
And how do your enemies know it then? Someone HAS to be the first.
We have that awesome Tech requires building tag, why shouldn't we use them?
We could certainly work out the system with buildings but they'd be nothing more than a prerequisite tool which I think would be better solved by a new tag.
1. Even so all the mine and quarries should be kept constant. Meaning since since we cannot have map resources for every possible mineral we use the resources vicinity combos. Which means that some buildings will be named like Copper Mine while others are Cobalt Mine. The first has a map resources while the other has none. However since there is no improvement called Copper Mine we should be fine. We just happen to have a Mine improvement than can sit on top of Copper Ore resource.
I get what you're saying here and for me, personally, I'm not bothered by the naming. I'm trying to be a diplomat for one who GREATLY is. And I've heard others make the same comments and complaints here.
If you're a little unsatisfied with the previous suggestion above about 'and administration', another alternative that may work that would be to say 'ers' at the end so we know it's an organization rather than a representation of the actual site. This would work nicely I think for all of these building types, even those that operate on other than mineral goods like Farm buildings (which are also divest of problematic monikers for all the same reasons.) 'and Administration' doesn't fit a Farm very well.
So to say Copper Miners, Cobalt Miners, Apple Orchardiers, Banana Plantationists Sprout Farmers etc... would be enough. A generic term for the formation of a group of people for this task that is available to be taken in this city. One that can count for all eras.
2. True, but having promotions like Anti-Elephant or Anti-Camel on those techs would be perfect. Thus even if you did not have resources to get Elephants or Camels you could still benefit from the tech.
Likewise if you get Camel Domestication you still benefit from the Llamas. And chances are unless you are on an Earth map you will encounter some kind or animal resource from one of those 3 techs.
Interesting thought that echoes a project that CivFuhrer brought up a while back that would involve tracking the unit types we've been in battle with to open up access to 'counter strategy promotions'. I may have a very good way to handle this coming up - some of my thinking on DH's 'tales' project in combination with AIAndy's 'always think of the project in terms of parameters that can manage other dynamics' generic programming methods is beginning to shape up into a larger image for me in terms of project design. I think it may be able to encompass this concept you bring up about counter-strategies in a way that would leave the tech side out of it.
The problem is I would still, as a player, not be able to logically get around the basic problem that I'm learning to work with something that I don't have to work with.
Also you don't need to know Equine Domestication, Camel Domestication or Elephant Domestication to get Masonry. All you need to know is Animal Husbandry.
When I say this is a deflection I'd like to clarify that it doesn't address the basic point being made but rather focuses directly in on this one example. It's good that we have a workaround to Masonry. Just what techs CAN'T we get without these ones though? If we envisioned that world without let's say all these beasts of burden (which America WAS apparently) then made it impossible to get these techs without having some kind of access to at least observe these creatures, how far could we actually go in the tech tree and what would we never know? Far too many techs fall into this withheld group I believe.