phunny_pharmer
Chieftain
- Joined
- Jul 10, 2002
- Messages
- 31
Afforess
I want to propose a relatively radical idea to the Civ games, which may or may not have been discussed elsewhere. What if culture spreads unevenly on tiles?
For instance, states historically have had relatively* easy times controlling plains and flatlands. Their controls has been facilitated by rivers, and often easily spreads along coasts. Controlling the highlands tends to be tougher, and peaks can be incredibly tough to crack if even a small hostile civ is established there. I know that I am making sweeping generalizations, but suspend your historical critiques for just a minute and work with me and my ideas.
In Civ4, cities could spread culture. In ROM, forts could spread culture and units could forcibly claim tiles. However, the amount of time necessary to claim land, whether plains near rivers or mountain peaks post mountaineering, was uniform. Your small band of warriors could control either the plot on the river equally as effectively as that mountain peak. If you think that's realistic, ask Alexander the Great why he spent a nontrivial amount of his life trying to do what the British, Russian, and later US armies can't effectively do in Afghanistan. In short, culture spreads at different rates in different areas, almost independently of the size of the army.
To have ROM better reflect this, I'd like to have land tiles be more or less susceptible to the spread of culture. River or coast tiles would be most susceptible to culture; non river plains next; hills following; and deserts, tundra, and peaks least. This reflects approximately how easily most civs have found to control and "civilize"* territory.
The advantages of this would be quite apparent. You'd end up with an ancient Egyptian civ that really did only control the Nile (and little or no desert), as is historically realistic, and a Roman Empire that effectively stops at Scotland's border. Not to mention a whole lot more realistic barbarians and a more complex early game, because then you'd have to choose whether or not to try and found a city in the hills knowing that you can't take control of much of the territory until later, versus a city on the plains that could gradually expand faster. Rivers would become critical, and fights would clearly break out for control of the major waterways.
I don't have any code to support this idea, nor do I have much time to write anything. My guess as to how I would go about this would be to have the city produce X culture a turn as it currently, does, but then have each tile around the city subtract out a constant amount of culture dependent upon the type of tile. For instance, mountains might knock out 20 culture a turn emitted by a particular civ; it would then take a very strong city or a couple of units sitting there to conquer a mountain tile. In contrast, a river-bordering tile would knock out none. I'd then have a small chance that any tile that is being influenced by a city but not owned by the civ could spawn barbarians, to represent hostile forces attacking an established civ.
Thoughts? Comments? Suggestions? I have no idea how hard this would be to implement, but it would be cool to see in game....
* Apologies for the broad generalizations. I am not getting my PhD in history.
I want to propose a relatively radical idea to the Civ games, which may or may not have been discussed elsewhere. What if culture spreads unevenly on tiles?
For instance, states historically have had relatively* easy times controlling plains and flatlands. Their controls has been facilitated by rivers, and often easily spreads along coasts. Controlling the highlands tends to be tougher, and peaks can be incredibly tough to crack if even a small hostile civ is established there. I know that I am making sweeping generalizations, but suspend your historical critiques for just a minute and work with me and my ideas.
In Civ4, cities could spread culture. In ROM, forts could spread culture and units could forcibly claim tiles. However, the amount of time necessary to claim land, whether plains near rivers or mountain peaks post mountaineering, was uniform. Your small band of warriors could control either the plot on the river equally as effectively as that mountain peak. If you think that's realistic, ask Alexander the Great why he spent a nontrivial amount of his life trying to do what the British, Russian, and later US armies can't effectively do in Afghanistan. In short, culture spreads at different rates in different areas, almost independently of the size of the army.
To have ROM better reflect this, I'd like to have land tiles be more or less susceptible to the spread of culture. River or coast tiles would be most susceptible to culture; non river plains next; hills following; and deserts, tundra, and peaks least. This reflects approximately how easily most civs have found to control and "civilize"* territory.
The advantages of this would be quite apparent. You'd end up with an ancient Egyptian civ that really did only control the Nile (and little or no desert), as is historically realistic, and a Roman Empire that effectively stops at Scotland's border. Not to mention a whole lot more realistic barbarians and a more complex early game, because then you'd have to choose whether or not to try and found a city in the hills knowing that you can't take control of much of the territory until later, versus a city on the plains that could gradually expand faster. Rivers would become critical, and fights would clearly break out for control of the major waterways.
I don't have any code to support this idea, nor do I have much time to write anything. My guess as to how I would go about this would be to have the city produce X culture a turn as it currently, does, but then have each tile around the city subtract out a constant amount of culture dependent upon the type of tile. For instance, mountains might knock out 20 culture a turn emitted by a particular civ; it would then take a very strong city or a couple of units sitting there to conquer a mountain tile. In contrast, a river-bordering tile would knock out none. I'd then have a small chance that any tile that is being influenced by a city but not owned by the civ could spawn barbarians, to represent hostile forces attacking an established civ.
Thoughts? Comments? Suggestions? I have no idea how hard this would be to implement, but it would be cool to see in game....
* Apologies for the broad generalizations. I am not getting my PhD in history.