sir_schwick
Archbishop of Towels
Okay, this is another one of my abstractions that I would like others to fill in on. I hesitate to use the term 'paradigm' because it is starting to get cliche.
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When many of you read the title you were probably ready to cry 'SimCity!'. Well, it is basically the basis of how SimCity simulates changes and such on the map. However celullar automation is not contrary to TBS or strategy game ideals.
First, the Civ maps have always been terribly static and boring. Adding one road versus twenty does nothing to terrain, population, or anything else besides direct player actions. They are fixing the 'wahck-a-mole' pollution model so cellular automation can fix that as well.
Cellular automation has managed to make realistic patterns in SimCity maps without the player having to understand complex formulas. They understand that pollution spreads out from industrial zones for some distance at significant quantities. Traffic comes from high-density zones and zones need municipal coverage. Its a highly dynamic system that allows for intuitive principles to make sense.
Before I continue let me establish this. I AM NOT, repeat, I AM NOT saying we should adopt SimCity or start managing our cities in that fashion. What I am suggesting is that we take the idea of cellular automation and see in what context it could be applied to Civlization.
I have already seen many threads with ideas that could implemented with some form of cellular automation. Many of these deal with climate, pollution, biome distribution, etc. Some of them deal with disease, economies, culture, and populations as well.
What are your thoughts and ideas on how this concept could improve Civ? Links are always appreciated.
____________________________________________________________
When many of you read the title you were probably ready to cry 'SimCity!'. Well, it is basically the basis of how SimCity simulates changes and such on the map. However celullar automation is not contrary to TBS or strategy game ideals.
First, the Civ maps have always been terribly static and boring. Adding one road versus twenty does nothing to terrain, population, or anything else besides direct player actions. They are fixing the 'wahck-a-mole' pollution model so cellular automation can fix that as well.
Cellular automation has managed to make realistic patterns in SimCity maps without the player having to understand complex formulas. They understand that pollution spreads out from industrial zones for some distance at significant quantities. Traffic comes from high-density zones and zones need municipal coverage. Its a highly dynamic system that allows for intuitive principles to make sense.
Before I continue let me establish this. I AM NOT, repeat, I AM NOT saying we should adopt SimCity or start managing our cities in that fashion. What I am suggesting is that we take the idea of cellular automation and see in what context it could be applied to Civlization.
I have already seen many threads with ideas that could implemented with some form of cellular automation. Many of these deal with climate, pollution, biome distribution, etc. Some of them deal with disease, economies, culture, and populations as well.
What are your thoughts and ideas on how this concept could improve Civ? Links are always appreciated.