colonies becoming cities?

Smellincoffee said:
What about this? Colonies could stay as we know them. However, if the player wants the colony to grow into a city, just send a settler over to "join" the colony. It could then go from the colony to a size 2 city, and you would get the option to name it something other than "Oil Colony, Azecs".


(Of course, you can do this now- but you'd only get a size one city.)

Totally different dynamic than what I would like. I'd like to have to manage a colony into a towne. Instead of founding a city, settlers would found a colony and then you'd have to build it into a city. Instead of "Iron Colony, Persia" it would read "Persian Colony" until it is developed & grows to a size 1 city.
 
Well, a colony is just a resource extraction site, like a mining camp or lumber camp. While there is some limited economic activity at such sites, keep in mind that while large towns have grown up at some such sites, in others the city just dried up and blew away when the resource played out. If you want growing towns from these, then you should also have the city disband sometimes if the resource is used up. Do you really want to model things that way? Suddenly you get the dreaded message: "This source of iron has been used up!", and all of a sudden, where you had a nice little size 6 city with half a dozen improvements, there is only a settler, waiting to wander off to greener pastures.

Maybe when a colony falls under the domain of another Civ, you would have to pay gpt per turn, or part of the resource as tribute, in order for the colony to remain. Of course the other civ could have the option of ordering you to leave, or declare war. This could make for some interesting gameplay and negotiations, especially if a new resource system such as I and others have suggested is implemented, in which there is a set amount of the resource to be extracted per turn, available to store or make units/improvements, with the possibility of much more being available on the site discoverable through new techs. Here it would be useful to have the resource exploited through a special tile improvement that takes several turns to build; if you do have to leave, your people pack up all the tools and equipment and take them back home, leaving the other civ to take 10-15 turns building a new mine, oil derrick, what have you. This would make negotiations more attractive, as the out of luck civ would have time to consider military options for reclaiming that tile, and in the meantime, the civ taking it over would not be reaping any benefits from it at all.

Over time, it would be possible for the colony to gradually fall under the influence of the other civ, and you would lose it, gaining only a worker wandering back to your lands, representing your own loyal diehards; the rest of the colony workers having fallen under the other civ's spell through daily interaction with its citizens.
 
It costs 1 pop to build a colony, and yet the colony has no population whatsoever. That doesn't make sense, and combine that with the fact that colonies can be easily destroyed/absorbed when a border goes over it and you have to ask yourself: what's the point of colonies? I've only ever built 1, I think, to see how they worked, and since then I've just built cities instead. For 2 pop points you get so much more.
 
I originally posted that a "colony" would be a pop zero city with a 1 tile radius - implying that it can't be absorbed by another civ. Since the player has control of it (like any other city) it wouldn't disband unless the player abandoned it. My proposal is to change the dynamic of creating a new city from drop a settler for an instant city to develop a colony into a city.

This could allow for 1 pop settlers as only settlers could be allowed to build colonies and workers would be allowed to only improve tiles. Both cost the same pop but have two very important and different aspects to empire growth.
 
Actually, I think the whole city idea stinks. Cities should form around state-owned improvements, not the other way around.

Colonies should form around resources in a similar way, with allegiance being controlled by whichever military occupies it.

But, hey, it's just a game... so who cares! :)
 
stormbind said:
Actually, I think the whole city idea stinks. Cities should form around state-owned improvements, not the other way around.

Colonies should form around resources in a similar way, with allegiance being controlled by whichever military occupies it.

But, hey, it's just a game... so who cares! :)


Could you start a thread about this? I would like to discuss it more, but I don't want to hijack this thread.
 
Teabeard said:
Could you start a thread about this? I would like to discuss it more, but I don't want to hijack this thread.

Why not start your own thread on the subject? :mischief:
 
Here's a better solution for all:

Provide maximum moddability in the Editor to allow tiel improvements to reatin anty characteristic. So, let's say you want to have an improvment that extracts x (i.e. can only be built on those squares) and must be connected to city by x (road, oil pipleline, etc.) in order to allow the building/maintaining of x but that has the ability to become a functioning city after x turns. Even if Friaxis mucks it up and gives you some stupid equivilant improvement, you can just mod it to your preference in 5 minutes flat. Civ3 does not provide this level of moddability--certainly not for tile improvments which are on of the game's ost hard-coded features.

IMO you should be asking for 100% flexibility in an easy-to-use Editor. The trivialities like what the default type should be get left to the wayside.

Granted, moddability is fine but you need the game mechanics to exist first. IMO better to have than not to have. If you have a feature that not everyone likes, it can be modded to suit individual tastes. You can't mod what isn't there.

Personally, I rarely play the vanilla game. I mod things so that they work according to what I feel is the best game possible within the limitations of the available game features. I really pisses me off that you can't add tile new improvements and that on top of that, the number of available tile improvement types is even lower than it was in Civ2!

Given the specific topic of this thread, an example of what I've said above in Civ3 terms would be to provide options for improvements in the editor. So the 'Colonize' Worker Job (this isn't actually one of the available selection in the Workwer Jobs screen so I'm making it up) would have a 'Consumes Worker' option that could be unchecked by those of you who don't like losing a worker and a 'Disappears in Borders' option for those of you who get pissed when your colony vanishes when you borders expand ofver that square. Simple enough? Apparently not because these options were never added so all you can do is buy and accept the Civ3 you've been dealt.

If you don't want the same thing to happen in Civ4, perhaps you should emphasize the need for these features you're proposing to be completely moddable (i.e. no hard-coded effects) so that you don't have to wait around for Civ5 to get what you wanted--within reason--in Civ4...or Civ3, or even Civ2 for that matter.
 
well what about if they didnt grow,didnt produce anything and just stay colonies.The only change i want to see is that they arent erease when a rival civ builds a city near them.The square that it was built in should be the only borders it has and it could never expand.I also like the harbour idea suggested by jack the ripper.:)
 
yoshi said:
Here's a better solution for all:

Provide maximum moddability in the Editor to allow tiel improvements to reatin anty characteristic. So, let's say you want to have an improvment that extracts x (i.e. can only be built on those squares) and must be connected to city by x (road, oil pipleline, etc.) in order to allow the building/maintaining of x but that has the ability to become a functioning city after x turns. Even if Friaxis mucks it up and gives you some stupid equivilant improvement, you can just mod it to your preference in 5 minutes flat. Civ3 does not provide this level of moddability--certainly not for tile improvments which are on of the game's ost hard-coded features.

IMO you should be asking for 100% flexibility in an easy-to-use Editor. The trivialities like what the default type should be get left to the wayside.

Granted, moddability is fine but you need the game mechanics to exist first. IMO better to have than not to have. If you have a feature that not everyone likes, it can be modded to suit individual tastes. You can't mod what isn't there.

Personally, I rarely play the vanilla game. I mod things so that they work according to what I feel is the best game possible within the limitations of the available game features. I really pisses me off that you can't add tile new improvements and that on top of that, the number of available tile improvement types is even lower than it was in Civ2!

Given the specific topic of this thread, an example of what I've said above in Civ3 terms would be to provide options for improvements in the editor. So the 'Colonize' Worker Job (this isn't actually one of the available selection in the Workwer Jobs screen so I'm making it up) would have a 'Consumes Worker' option that could be unchecked by those of you who don't like losing a worker and a 'Disappears in Borders' option for those of you who get pissed when your colony vanishes when you borders expand ofver that square. Simple enough? Apparently not because these options were never added so all you can do is buy and accept the Civ3 you've been dealt.

If you don't want the same thing to happen in Civ4, perhaps you should emphasize the need for these features you're proposing to be completely moddable (i.e. no hard-coded effects) so that you don't have to wait around for Civ5 to get what you wanted--within reason--in Civ4...or Civ3, or even Civ2 for that matter.

Sometimes simple ideas are very difficult to program. For CIV3 colonies it would have been nice to have those toggle options in the editor but considering the massive overhaul they did I can do without the "like to have features." Considering CIV2 didn't have resources as we have them now it wouldn't be realistic for the developer to make some of these features available.

For CIV4 it would be nice for the developers to make it as open as this for modding but considering that they are building CIV4 from scratch they probably won't have time to do things like this. They are trying to get CIV4 done in less than 2 yrs so there's probably a lot of changes that could have been accomplished by modifying the CIV3 code that won't be included in CIV4.

With Soren's comments about catering to the modding community I think we'll be surprised at what we can mod in the upcoming installment of Civilization. :king:
 
Adding optins is actually in designers' interest as it is easier to make changes later (i.e. designers 'mod' just like you do without having to mess with the program code). At the same time it is not in the developer's interest because it means that the product will last a long time and when it comes time to develope anther cash cow players will say, 'what can you give me that I can't already do now?' Then the developer will have to spend more on being more innovative (as opposed to just overhaulling a previous installement) and that means less profit and that's a no-no.

In other words, the reason why they don't add obvious stuff in is because they don't want you changing the basic mechanics that they've put together. It's a matter of them telling you what you want and you accepting it. It takes no time at all to add such featurettes. An amature could add them in but can't because we're not talking about freeware.


No, you have to make moddability a #1 priority: ALL features must have moddable effects regardless of what they are...and you have to include this in every idea you post otherwise the guys at Firaxis will not get the message and you'll end up getting hard-coded features in Civ4 as I said previously. It's a question of what YOU want--and if you're the type who just accepts whatever get plopped into the bowl, then at least don't prevent others from getting what they want (as long as it doesn't ruin the game's central concept of course--although I doubt such suggestions would be appleid to Civ4 anyway; i.e. trust that Firaxis won't do MORE than they have to, assume they will do less).
 
I was just writing about this in another thread, how I’d like to see a variety of types of settlements. Every city might start out as a colony as someone suggested here, and always require a settler, not a worker as in colonies in Civ III. What you do with it and build inside it after that would determine how large it would become and what sort of settlement it becomes. Farmland areas would likely create agricultural towns with a mill, a marketplace, granary, etc. and maybe in modern towns some industry if industrial resources were found nearby.

I’d like to see fortresses or castles as small occupied military buildings with no other function. You might have a small mining town up in the mountains. Some of these might not require military occupation or protection, unless you don’t want it pillaged. In order for an enemy to occupy and posses it, they would have to take cities or towns in nearby areas to bring the colony or mining town or settlement built to utilitize a resource into its borders...just like they take in the local population on the lands when they take over political borders.

So, I’d like to see the need to build or create other kinds of colonies and settlements within your own lands to utilize resources, defend roads or sites or mountain passes, farms to bring in food from farmland outside of cities, etc. More like real nations which aren’t just a bunch of similarly spaced megalopolis cities everywhere. Truly large cities would only arise in very favorable locations of commerce, climate, and whatever other features would make it desirable to a large population (not food primarily).

I mean, here in the U.S. we have a few truly large cities like New York, Los Angeles, Chicago, and Atlanta, and then quite a few medium sized cities, but they are quite spread out with many towns and suburbs and farmlands or even wilderness inbetween. That’s another thing. Some places like stretches of desert and tundra should be unbuildable entirely except to small outposts of some kind...a settlement on an oasis, an oil rig in the tundra, but not cities or even towns. You’d never have the reason or draw to bring that many people there. It would never grow into a town or city. It’s not just about could you feed them. It’s a cultural/aesthetic/quality of life/availability of work, and culture in a location which grows population.

It would be quite interesting to see a great diversity of settlement sizes and types and part of the fun would be in seeing what kinds of habitations you could get different kinds of settlements to grow into over the ages. An agricultural town could be transformed into an industrial town one day when coal is discovered nearby and it’s on a river for processing and transport.
 
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