Cities - as battlefields

Me too, I would quite prefer 100 normal units than 5 giga-units, but I ain't sure my computer would like it...
 
In this attachment I made a custom grid, based on the double outlined purple square. That square has 1 farm and 2 border corners so it must be correct.
Obviously the city itself is way larger than 1 tile.
 

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I think there are only 2 tiles to the corner in the river from the purple tile, thus putting the major improvements in one tile (but still spilling some buildings into neighbouring tiles). You need the tiles to grow larger in the foreground to get perspective. note - this would also place those units at the bottom into the same tile.
 
Sonic,
nice drawing. however remember this is now a 3D game so the "Squares" need to be stretched as they come closer to the screen. (Example: Look at the 3 guys (single unit) at the foreground. they should be in one square.)

But even after stretching the squares the city is easily on more than one tile. However I do think that the "city square" is only on one tile (the one with the palace looking building). the other squares look to be art representing "city sprawl. just my opinion.
 
DEMOone.jpg


Ok, to me it looks like its a representation of a LARGE city where the outskirts push outside of it's original boundary. But the control of a city would clearly be decided by the center square alone.

Personally I love how they rotated terrain improvements so they don't line up with the grid, and making city growth visibly expand into nearby tiles is great. But it's simply visual rather than a GP mechanic.

(Don't forget this is a 3D game now when you're drawing an overlay it needs perspective)
 
I think the unit sizes are as large as they are to facilitate locating them when zoomed out. For those of you who played Combat Mission -- units set to "realistic" scale were virtually impossible to see unless you were right on top of 'em. Quite honestly, I'd rather have them too large than too small -- at least I can see incoming enemy units w/o combing the map every turn.

Hopefully, in the end, you can set them to whatever "size" you want.
 
nice pics and idea!
but Leprechaune got it right, there: seems to be only visual, no impact on gameplay.
 
Perspective is not a nice word when you're working on a computer with just paint :lol:
But ok, yours is way better ;)

Seems like my
--+--
-+++-
--+--

was right :)
 
I wonder if the squares that the "city sprawl" is pushing into can still be worked? I hope they don't become like the center square -- setting atop a food-giving resource makes the harvestable food unavailable. It would suck to settle next to a food-rich resource and become unable to utilize its bonus when the city expanded.

Or perhaps this will change in Civ4. I suspect that the center square won't get a benefit from food bonuses it's atop, as that would make expansion and growth too easy.
 
The "Suburb" tiles could have reduced food production, but increased commerce and/or production to reflect the loss of farmland to a growing city.
 
Yuri2356 said:
The "Suburb" tiles could have reduced food production, but increased commerce and/or production to reflect the loss of farmland to a growing city.
I hope you can give permission for a city to "expand". While it my reduce food, it should decrease overcrowding unhappiness too and increase health (not all stuffed in 1 tile, more room)
 
Quite likely it is graphics only (like in the previous civs) after all there are almost no cities or even urban areas on Earth that come anywhere close to taking up more than 'one square'
 
Krikkitone said:
Quite likely it is graphics only (like in the previous civs) after all there are almost no cities or even urban areas on Earth that come anywhere close to taking up more than 'one square'
Are you sure about that ? Look at parts of Japan, look at Bangkok or look at Flanders/Holland/Rheinland ... it's almost totally urbanised, city borders are just for registrational purposes but if it weren't for signs next to the road, you wouldn't even know you entered another city because you never left the previous one :eek:
 
London is also a Huge city, like other 10 000 000+ cities. Although the city itself is not that big the suburban areas are huge. That should be comparable with the map size (Huge map=huge cities, small map=small cities)
 
1. i find it a bit odd that a city would occupy that many squares..even with suburbs. the last estimate i heard was a square was around 240 miles...thats the width of alot of american states.....thats a big city:eek:


2. looking at these screen shots..the maps look more apropriate for a game like war craft repersenting a small area then a map repersenting a world. even when the screen shots are zoomed out...the amount of detail almost makes one lose the effect of a massive area of a nation. hard to explain but i think some of you will know what im talking about:crazyeye:
 
Yeah, when zoomed out to the global view I was impressed with the look, but I know what you mean.
 
Today's city have a centre, inner suburb and outer subrub AND the surrounding rural areas which sometimes could count as part of the metropolis (Also, it would be nice if "metropolis" in civ4 have a population of 1-2 million instead of 800,000) The centre could take up 1 tile, the other components can spill over other tiles which should be marked as "suburb".
If an (enemy) army occupies a subrub tile that reduce the production of the city and if the actual city tile's captured then the whole city becomes the enemy's. To sum it up, city as battlefields would be a great idea: you could control a few subrubs but the city would remain his/her.
Civ4 still have a long way to go and im sure they will fix this subrub-spillover issue (but obviously not as above).
 
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