Simon_Jester
Prince
- Joined
- May 13, 2011
- Messages
- 495
This sounds like a good idea. I trust you to work out the details, get most of them right, then slowly correct the mistakes over the next three editions. 


I'm thinking of adding a Colonist unit, which is an upgrade to the Settler much like the Labourer is the upgrade to the Worker. The Colonist would be unlocked at Urban Planning (early Renaissance), be more expensive to build but would found cities that have some basic infrastructure already. At the moment I'm thinking a Colonist founded city would get a free Granary, Smokehouse, Kiln, Well, and Harbour (if coastal).
Alternatively/additionally the Colonist could found cities that start at a larger size but I think this is less interesting than having free buildings and the ones listed above would ensure quick growth anyway. Any thoughts on this proposal?
Yes I do. This is an inspired idea!
Cost, transport
I imagine such a Colonist to be accompanied by many ships (Galleons!) full of accompanying (prefabricated!) building materials and tools. So, I'd like the list of included buildings to reflect those `transportable' on ships and those that are actually easy to build with the steel tools of the age. I hope that the build cost of the Colonist exactly equals that of a Settler plus all the included buildings. This makes Colonists a fair mechanism to transfer production from one location to another.
I have a different idea I'd like to propose. Leave the settler unit as it is and have the colonist not be an upgrade, but rather a unit of its own that joins the city like a great person. Upon joining he would auto construct a tannery, smokehouse, granary, kiln and well. This leave you with a cheaper option if you have to quickly build a settler, and still gives us the ability to make more advanced colonies. Plus, it would have the added effect of taking up more cargo space on transports to represent the added materials for buildings.

I don't think that this unit should be capturable though. Unless its only as a worker like the settler. Unless its possible to have it found a city with half and half culture. Because it wouldn't make since for settlers/colonists to completely forsake their heritage and culture just because they're held at gunpoint.
This sounds like a good idea. I trust you to work out the details, get most of them right, then slowly correct the mistakes over the next three editions.![]()
The proposed building list has a naturalness, except for the Harbour, which as a building has always been a little gamey --- real world harbours come in two flavours: free geographic formations obtained by winning settlement races (think Sydney Harbour) and later, expensive constructions (Rotterdam). Not including a Harbour would mean that the Colonist production cost, which would be independent of whether they later settle on a coast or inland, was fairer.
I also note that the list includes none of the buildings that I prioritise for later settlements --- those that generate production and food (a Kiln generates production only later). My initial builds are generally Tannery, Cemetery, Lighthouse (not necessarily in that order). Of these, I find it hard to imagine a Lighthouse being transported by ship, and a Cemetery should take some time to fill before it is recognisable as such. In contrast, a Tannery is more reasonable to include. Its presence would also ensure that a Colonist-founded city had some guaranteed basic production, which would improve playability.
So, in my opinion, a better building list is Granary, Smokehouse, Tannery, Kiln and Well.
Check: Are any of these unique? Would that generate idiosyncrasies?
I hope that the build cost of the Colonist exactly equals that of a Settler plus all the included buildings. This makes Colonists a fair mechanism to transfer production from one location to another.
Problems: Would the AI know to protect their Colonists?
I'd like a single Colonist to occupy an entire Galleon (3 spaces, or 3/4 spaces on a Transport). Is this possible? I'd also like them to be captureable: Such valuable objects should be protected! (Could Galleons holding them be made capturable?)
I have a different idea I'd like to propose. Leave the settler unit as it is and have the colonist not be an upgrade, but rather a unit of its own that joins the city like a great person. Upon joining he would auto construct a tannery, smokehouse, granary, kiln and well. This leave you with a cheaper option if you have to quickly build a settler, and still gives us the ability to make more advanced colonies. Plus, it would have the added effect of taking up more cargo space on transports to represent the added materials for buildings.
As it is now, a civilization that wins the technology race to Galleons, can sometimes, with serious preparation (whew!), colonise all the isolated continents and oceanic islands before the competition even notices. If the Colonist superseded the Settler at the time that Galleons become available (or earlier?), then a high build cost for Colonist would help reduce the possibility of instant Empire-on-which-the-sun-never-sets.
Indeed, Settlers aren't captureable as Settlers for the reasons that you describe. Whilst Workers are, I've always found it a pity that they aren't then called "Slaves" in Civ IV (as was the case in Civ III), which they are.
The main reason I want to include the Harbour is so that coastal cities get immediate benefit from nearby food resources, just like inland cities would. So how does this building selection sound:
Smokehouse
Well
Kiln
Tannery
Granary (if inland)
Harbour (if coastal)
...
Smokehouse (40) + Well (40) + Kiln (50) + Tannery (60) + Granary (60) = 250. An important factor to consider is that Colonists should also require food to produce, not just hammers. I'll need to do some thinking and testing on this.
Sire, if we don't found the planned city of Adelaide on the coast, that Harbour that we stashed away in the last Galleon can be magically tansformed into a Granary, after we're dragged it inland for 5 months and instead founded Broken Hill.An important factor to consider is that Colonists should also require food to produce, not just hammers.
In my opinion, the Harbor building doesn't just represent a physical 'harbor,' in the sense of 'an enclosed body of water sheltered from wind and wave, in which ships can dock safely.' It represents the infrastructure of a significant-sized port facility: warehouses, large wharfs, local transportation networks that can move cargo from the ship a short distance inland (i.e. to other places 'on the tile'), and so on.In the Era in question, Civilizations always have enough food resources to ensure that new coastal cities begin with sufficient health to be able to grow for a long time without any help from buildings. So, coastal cities don't need Harbours for their initial growth. In contrast, a disconnected inland city founded in the middle of Flood Plains might prove so unhealthy as to be initially ungrowable, and need help from a Granary. However, such cities are quite unhistorical. Colonies were first founded on coasts, and only later expanded inland, for logistic reasons.
Sire, if we don't found the planned city of Adelaide on the coast, that Harbour that we stashed away in the last Galleon can be magically tansformed into a Granary, after we're dragged it inland for 5 months and instead founded Broken Hill.
Apart from my reservations about being able to transport a Harbour by ship, I find a Granary/Harbour choice a bit gamey. How would the hammer cost of the Colonist be fairly determined?
In the Era in question, Civilizations always have enough food resources to ensure that new coastal cities begin with sufficient health to be able to grow for a long time without any help from buildings. So, coastal cities don't need Harbours for their initial growth. In contrast, a disconnected inland city founded in the middle of Flood Plains might prove so unhealthy as to be initially ungrowable, and need help from a Granary. However, such cities are quite unhistorical. Colonies were first founded on coasts, and only later expanded inland, for logistic reasons.
Alternative: What other lightweight objects could a Colonist carry? A Worker or two? This might be nice for gameplay: I often forget to ship labour with my Settler --- that icebound city has to wait 60 years before the Galleon has made a full round trip to provide Workers to Mine their Iron and Camp their Furs. In all that time, the poor citizens have been doing nothing other than eating the 3 Seals that my automated Work Boats have furnished them with whilst I wasn't looking.
In my opinion, the Harbor building doesn't just represent a physical 'harbor,' in the sense of 'an enclosed body of water sheltered from wind and wave, in which ships can dock safely.' It represents the infrastructure of a significant-sized port facility: warehouses, large wharfs, local transportation networks that can move cargo from the ship a short distance inland (i.e. to other places 'on the tile'), and so on.
By analogy, anyone with brains will know that even a size 1 city has a "marketplace" in the sense of "a large open area where people trade." What they won't have, or won't necessarily have, is major trading emporiums that draw goods in from great distances, with established merchant houses to keep business running smoothly. That is what the Marketplace improvement represents to me.
I don't consider the Colonist unit to be carrying prefabricated buildings or components, this is quite ahistorical for the era, not to mention impractical. The raw materials (lumber, stone, etc) are still coming from the region settled. However, what the Colonist unit is bringing with it are crucial supplies (tools, ropes, metal fastenings and appliances, etc), blueprints, and most importantly: expertise. That last element is what distinguishes a Colonist from a Settler; the experts among the colonists are what make setting up food/water systems and basic industry so quickly possible.
I guess it's simpler for both to get a Granary and neither a Harbour but then perhaps a free Harbour creates an incentive to found coastal cities over inland ones, matching history?
Firstly, because it's reasonable to assume that Renaissance folk are more efficient at setting up new cities than Ancient folk,
and secondly because my tests are showing that the AI is reluctant to build colonists when their cost is set that high.
Trying a cost of 200 hammers at the moment to see how that goes.
Taken the other way, if neither building is included, then the incentive to not found unconnected inland cities is stronger. A natural colonisation order is: Found coastal city, develop local resources, build roads inland, found (connected) inland city.
Not including either building would also help justify reducing the cost of the Colonist. Including the Tannery also means that there is sufficient production to construct these buildings fairly rapidly.
I thought that there was some kind of "AILikesToBuild" parameter that could be tweaked --- in this case to be the sum of the Settler plus all included buildings. Possible kludgy solution: Can the AI be tricked into thinking that the cost is that of a Settler when making the build decision? That is, feed the cost for Settler into their calculation for build decision, but then make the cost that of the Colonist?
That works. I'll leave the Granary and Harbour out and we can make adjustments later if need be. It would make for slower growth but better to have a combination of growth and production.
How automatically?I was thinking instead of getting the greenery, Well, harbour and so on... when you first build a city with a colonist. what if these things are built automatically as you progress in the technology tree, found wonders, national wonders or even have a resource.
How automatically?
Are we talking "add a thing to every city when you discover a tech?" What tech- the tech that allows granaries, or some tech far down the tree like Refrigeration?
Are we talking "if you have Tech X, all new cities automatically gain improvement Y when created?" Because that could probably be added to the game without too much trouble- just have an event that triggers every time a city is founded.
Sorry. I wasn't clear enough. I just come off night shift.
When I discover urban planning then a colonist will become available. At first it might just automatically build a well. but for example when i discover refrigeration colonist will also automatically build a granary. I was thinking it could also apply to wonders, National wonders, Getting resources.
I was thinking instead of getting the greenery, Well, harbour and so on... when you first build a city with a colonist. what if these things are built automatically as you progress in the technology tree, found wonders, national wonders or even have a resource.
I am concerned that this structure might make the mid-game-overseas-colony-rush a real game-breaker. Moreover, knowing that a certain building will magically appear in all cities at a point in the future may motivate a human player to avoid ever building it in the usual fashion, whilst the AI would go on blindly wasting hammers.
I assume that the chance to build Settler vanishes after the Colonist becomes available. Yes? Is the Colonist then really an upgrade from a Settler in that a preexisting Settler can be upgraded to a Colonist by spending gold? That sounds logical to me but I have a nagging suspicion suspect that it may lead to rorts or contradictions. Ideas?
I haven't yet played an HR game long enough to be able to build Labourers, so I don't know their relationship to Workers. Is it analogous?
An easy, gamey kludge would be to simply forbid settling at 70 or more degrees of latitude from the Equator. But this would impoverish the game rather than enriching it, and deny access to resources. Moreover, it demands the determination of latitude (available in Civ III!) but this knowledge should only be visible late in the game. Furthermore, it isn't meaningful on maps that aren't global, and is silly on warmer worlds with non-ice tiles at these latitudes.
Instead natural factors that reflect geographical realities should be used. Ice itself yields no food: The problem lies in the overly fertile polar coastal waters.
A natural implementation would be to give all water tiles (including Coast, Ocean and Fresh Water) within a 2 tile radius of each Ice tile a base yield of 0 food (instead of 1). This would mean that cities could still be founded, but that their sizes would remain constrained by their numbers of seafood bonus tiles, that a Lighthouse would still marginally help growth, and that cities founded for desperate resource-grabs (with say Oil but without bonus food tiles) would not grow at all, and represent stations whose costs can only be justified by access to resources (this would resemble a Civ III-style
Colony). Yields are determined in-game, and not by the map generator, I hope ...
Whilst discussing Ice, I note that I sometimes find Fur resources on Ice, but this is unrealistic. I presume that the Fur is there to make the polar cities more interesting. In reality, furred land mammals (think Arctic Fox and Polar Bear) can sometimes exist in economically-viable numbers on Tundra but never on Ice. Can Fur on Ice be forbidden by the map generator?
The same issue also applies to cities founded on single-tile oceanic islands in warmer climates. Whilst shallow coastal seas are generally productive of seafood, deep oceans are generally empty: Modern floating factory fishing fleets need to strip-mine a huge amount of ocean to be viable. Perhaps all Ocean (but not Coast) tiles should have a base yield of 0 food? That would reduce the growth of some core coastal cities, but perhaps not substantially.
The easiest solution is to disallow city founding on Ice tiles. This can be done in a combination of 3 ways: no founding on ice whatsoever, founding only on coastal ice tiles, or founding only on ice near a fresh water source. These restrictions, if imposed, cannot be removed by technology later in the game as there's no way to code the AI to understand such a change. So it would have to be for the full length of the game. This doesn't strike me as unrealistic, as you mention we're not exactly founding cities in the (Ant)arctic in the 21st century, just outposts and towns at best. This approach would deny access to some resources though.
I've often felt that the 'sea ice' terrain feature isn't implemented in a particularly meaningful way. If I could adapt the graphics for it I could imagine it being used as a 'coast replacement' in polar regions. Still navigable but slow and dangerous, somewhat like reefs. It would allow for more interesting distribution of yields and resources too.
I don't see how such implementations would yield results that would substantially differ from a crude latitude limitation. They might also mean that in some circumstances it would become impossible to settle on the only tile that has access to seafood resources, which would reduce playability.
Furthermore, they wouldn't limit city size, which is what really bothers me about the current setup: My complaint really is primarily about the fertility of the water tiles.
Indeed! But there's a difference between permanent sea ice, whose geographic effect is much the same as flat land ice, and seasonal sea ice. I imagine the permanent sea ice to be what I currently see on the map (no yields, passable only by submarines and air units) and the seasonal sea ice to be my low-food-yield polar water tiles.
I'd be happy to see low-yield, reduced-navigability polar water tiles with a new appearance!