Barathor
Emperor
- Joined
- May 7, 2011
- Messages
- 1,202
With the new district system, I wonder how tiny island cities will now function.
I hope this finally means that map scripts will be optimized to remove tiny islands from the map and favor larger landmasses (Not everything huge and clumpy, like a low grain fractal -- but, for example, having an area requirement of at least 12 tiles or something).
I never liked tiny islands or cities on them; especially with 1UPT. I also really disliked that island cities could have tighter spacing than cities on the same landmass.
Perhaps it could be combination of things: optimized map scripts to support district gameplay "and" some type of area-restriction in the rules when settling new cities.
With the above combo, I guess tiny islands could still exist to some extent, but only if they're "drips" off of a large enough landmass, within a certain radius of them. This way, you can't settle on these tiny islands, but they can still become workable tiles (such as districts) off of a landmass that's at least 12 tiles (for example) in area.
I hope this finally means that map scripts will be optimized to remove tiny islands from the map and favor larger landmasses (Not everything huge and clumpy, like a low grain fractal -- but, for example, having an area requirement of at least 12 tiles or something).
I never liked tiny islands or cities on them; especially with 1UPT. I also really disliked that island cities could have tighter spacing than cities on the same landmass.
Perhaps it could be combination of things: optimized map scripts to support district gameplay "and" some type of area-restriction in the rules when settling new cities.
With the above combo, I guess tiny islands could still exist to some extent, but only if they're "drips" off of a large enough landmass, within a certain radius of them. This way, you can't settle on these tiny islands, but they can still become workable tiles (such as districts) off of a landmass that's at least 12 tiles (for example) in area.