Not really. The player will have to find strategic location, where cities are likely to appear, secure them with a fort of troops, spend money to incite settlers to go there if needed. Then, he wait for population to go there. If it doesn't work and he has the correct government, he can try to force people relocation in this new area. Once population is high enough, he get a city, and then he can start to build improvment and troops.Originally posted by Sickman
Hmm...
You said Steph that player won't build cities but only build forts?
The sens in that is that people will try to settle where they like. Except if you have a government that denies freedom. But even then, people will try to move to other spot if there location is overcrowed. And they will do this on their own if needed : they will not just wait and starve to death as in civ III.Originally posted by Sickman
Hmm...
Is there any sense in that?
I don't mean to offend but if player has only military options to choose in the game and otherwise it runs like simciv...it sounds like program toy than true strategy game to me.
You won't have only military options to choose. Simply your citizens will do stuff on their own, and you will have to play against the computer, but also against your own peope.
In fact, as a tile can have urban population, a "city" represent a population high enough to be become a province with a center, as you suggest. It's just more abstract.Originally posted by Sickman
Hmm...
However what I want is that you would consider having "provinces" in the game.
The idea is that the population and cities would like you said spread automatically but when there's enough people in certain area the player could give certain part of the empire the status of province and province would of course have some center...example certain city.
Low population -> rural population and small cities (let say equivalent to mines). Not possible to build improvment and units.
High population -> provicne with a center, the city, the player can then build improvment and units, and the improvments have an effect on the people in the city radius (ie the province for your).
The province would have certain leader and province could
I think your ideas of provinces and my idea of cities are rather similar, the main difference is terminology.
Remember the Game Design Document is far from finished, a lot of chapters are still missing (like city, improvment, technology).