wodinoneeye
08-14-2004, 05:42 AM
Cities are usually sinks for raw materials (especially food) which is brought in from adjacent areas. Few 'Cities' in history were self sufficient, instead tapped into the food production of outlying farms, villages and estates.
In Egypt farms lined the Nile for miles to generate enough for for the 'large' cities.
In this game, once the capitol actually grows to be a city, only a tiny fraction of the food it requires will be produceable in the city environs.
How will the adjacent areas and their management work?? Since a major percentage of the food will come from these, their proper control and maintaining their production (grain, vegetables, fish, meat) is critical to the
cities existence. The larger the city grows, the larger the adjacent food production areas will need to be.
The politics (external -- abstract control outside the city) will be needed to maintain the supply flow (saw some hints of estate managers and scribes to
keep them honest. Even simplified, there should be dozens of these entities.
I hope that a significant effort is being made to make the AI scripts that control these external (abstract) entities (including foreign powers and territories/mines/traders/vassal cities etc..) as complicated or more so than the people inhabiting the city, so that they too will respond to situations and the players negotiations/actions flexibly and that the player will have a variety of commands/action to solve problems in a imaginative and intuitive way.
Since it will be handled in the game in an abstract way, the information of the 'external' situation will also need to be flexible (allowing clues to a building problem be observable by the player well before a crisis -- and allowing multiple attempts/approaches to solve the problem).
In Egypt farms lined the Nile for miles to generate enough for for the 'large' cities.
In this game, once the capitol actually grows to be a city, only a tiny fraction of the food it requires will be produceable in the city environs.
How will the adjacent areas and their management work?? Since a major percentage of the food will come from these, their proper control and maintaining their production (grain, vegetables, fish, meat) is critical to the
cities existence. The larger the city grows, the larger the adjacent food production areas will need to be.
The politics (external -- abstract control outside the city) will be needed to maintain the supply flow (saw some hints of estate managers and scribes to
keep them honest. Even simplified, there should be dozens of these entities.
I hope that a significant effort is being made to make the AI scripts that control these external (abstract) entities (including foreign powers and territories/mines/traders/vassal cities etc..) as complicated or more so than the people inhabiting the city, so that they too will respond to situations and the players negotiations/actions flexibly and that the player will have a variety of commands/action to solve problems in a imaginative and intuitive way.
Since it will be handled in the game in an abstract way, the information of the 'external' situation will also need to be flexible (allowing clues to a building problem be observable by the player well before a crisis -- and allowing multiple attempts/approaches to solve the problem).