Öjevind Lång
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- Aug 22, 2005
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How so?
Building roads and railways everywhere is time-consuming and also a bit weird. And very ugly when they run everywhere. It's been a problem ever since Civ II.
How so?
Most actually the farm borders getting out of the hex is a graphical mistake. Or it's just to make a realistic land view. When you remove hex grid borders, land would seem more realistic, so some seem like a hex and some seem a bit like a rectangle (in fact all of them are hexes)While looking VERY carefully at these screenshots, I've realized something...
Well, it's better not to have any units in the city. it's better to have them in border forts, much more realistic. only some city garrison kinda units should be there for maintaning order in the city. it seems 1 of the obvious changes is that, they will change the Hereditary rule system which was overpoweredIt's probably not strategically necessary. With limited units and dynamic borders, it'd probably be wise to post units on your borders in case of war. I'm sure you could post units in cities, but there'd be no reason to if you are on the coast like in the two cities we see (peninsula/ isthmus one and Asian one).
possible.My guess would be that that's an effect of the angle of the image, rather than something to garner a game feature from.
It looks like a lot of people here seem to think that the "growing" farm idea is merely because the graphics aren't quite finished...I disagree. The main argument seems to be about the farm on that hill next to the pond, but from what i can tell this has been missed:
Notice the farms...they are all at different stages of what appears to be growth. I would assume that Firaxis found the cottage idea really successful and applied to to farms. Also, something that seemed a interesting is the farm grid is on it's own, apparently completely unaffected by the hex grid. The only other thing that affects it is the city grid, which, by looking at other screenshots of the same area (at different stages in the game, the cities are different sizes), is evidently a "plan" for the city. The horses hex also caught my attention...are farms a "sub-improvement" upon which you could possibly build others?
While typing this post, I noticed something else...where the heck is the water source coming from? Ever since Civ III (I believe) you needed FRESH water specifically, not just water...so unless farms by default spread irrigation, which I dearly hope is not in this game, I um...I haven't got a way to end this sentence...![]()
We cannot be sure that those farms are irrigated, all we can gather is that they are being worked as is evident by the small huts present, whereas the upperleft farm is golden in colour and has no hut. As for the underlaying textures, I think it's more likely that this is a generic texture applied to all tile improvements, notice that the deer plot has not been improved and thus has no texture.
What about the farm just east of the western city? There's no hut and the farms aren't golden...it also just so happens it's the one with the least amount of "filled" squares...
Yeah, but I never remember it being sound strategy to leave cities undefended before...
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I heard somebody else say (not sure what their source was) that they were trying to reduce overall units on the map, especially late game (i.e. even late game you will rarely have more than 10-20 units total, or something like that). If you're only going to have a small amount of units, then this 'one rescourse one unit' could work fine. Alternatively, each 'rescourse' could have 3 or 4 stacks within it. i.e. Take your horse tile, with 4 'horses' within it. You build one horseman, one of those horses dissapear. You may have the 'one rescourse one unit' but one tile may not equal only one unit.
Öjevind Lång;8926595 said:Building roads and railways everywhere is time-consuming and also a bit weird. And very ugly when they run everywhere. It's been a problem ever since Civ II.
There is a hut, it's on the edge facing the deer...
Unless of course you mean the plot with the horses in? In my opinion that is not a farm, as I suggested in my previous post I believe that the grid texture is a generic 'improved tile' texture which is present due to the pasture.
About the 'one resource' thing - I think that mechanic may go hand in hand with other mechanic changes.
I heard somebody else say (not sure what their source was) that they were trying to reduce overall units on the map, especially late game (i.e. even late game you will rarely have more than 10-20 units total, or something like that). If you're only going to have a small amount of units, then this 'one rescourse one unit' could work fine. Alternatively, each 'rescourse' could have 3 or 4 stacks within it. i.e. Take your horse tile, with 4 'horses' within it. You build one horseman, one of those horses dissapear. You may have the 'one rescourse one unit' but one tile may not equal only one unit.
The major thing to get out of the screenshot would be the hexes. Completely new, completely different. Big change. I'm surprised that they went with it, to be honest. Such a large change suggests that they won't be shy with making large changes, so from the screenshots I think we can infer that we can expect to be surprised with new and exciting game features.
Yeah, but I never remember it being sound strategy to leave cities undefended before...