PDA

View Full Version : New towns in provinces


vic_4
08-19-2005, 12:42 PM
Another idea could be a basic standard city lay out as a "castrum", many of roman cities in provinces started that way, expanding from this central core (Lutetia and Taurin are examples). It could be possible to place it complete at the start of the scenario and continue from there.

EmperorJay
08-20-2005, 08:36 AM
It's somewhat different from what you are suggesting, but I'd really like to govern a province, with multiple towns and a city or 2, rather than one city. The castras fit into that concept perfectly.

vic_4
08-20-2005, 08:39 AM
Right, you could have a main town in the province completely flexible and a few more standardized at last in part.

sitearm
08-20-2005, 09:31 AM
Would the towns be on the game screen (nome?) in a really large map, or called up by going to a different game screen from a world map, or something else?

It's somewhat different from what you are suggesting, but I'd really like to govern a province, with multiple towns and a city or 2, rather than one city. The castras fit into that concept perfectly.

EmperorJay
08-20-2005, 09:42 AM
With the perfect engine, they would all be on the map in real time of course :D , but I doubt that would bump up the minimum system requirements far too much. So I guess a real time world map should do.

What I always tried to do in C3 was starting out with a farmers village and a fishers village and then they would share a pottery industry and as they thrived they'd exchange foods and other wares and it was more roleplaying than citybuilding :p . However, in reality that idea is/was not unlikely.

A Roman governor would take control over a province (I'm leaving native villages out of the picture here for now) and then he'd use the resources of his province as well as he could to achieve what the Emperor or Senate wanted. Every province had it's capital but there had to be smaller Roman towns or the castra vic mentioned.

So what I would basically like to see, is a province in which I place a capital where I think it fits best (near the coast as a harbor? Near important resources? etc.). Then I'd build subsequent small towns (or castras) to supply my capital. A real life example would be Ostia and Rome.

Zeus and Emperor had their colonies, CotN had the options to construct labour camps, but in my opinion real towns and cities and being able to switch to and from them in real time is the ultimate representation of what governing a province was all about. In my opinion, this does not influence the citybuilding feel at all but even adds to it.

sitearm
08-20-2005, 09:53 AM
Agree!

I tried to have a central city and remote towns in COTN but discovered (as did we all) that workers didn't care what town they were supposed to stay in, but wandered all over the nome.

It would be nice to have multiple towns all on one map and see, for example, intercity transportation (and listen to the cart drivers complain). As an alternate, I really like your idea for a "real time world map" where the player could check in on and manage each town live while they all keep simulating (and interacting with each other economically) all along.

With the perfect engine, they would all be on the map in real time of course... but... that would bump up the minimum system requirements... real time world map should do... in my opinion real towns and cities and being able to switch to and from them in real time is the ultimate representation of what governing a province was all about.... the citybuilding feel... adds to it.

Jimaaten
08-21-2005, 04:46 PM
Very interesting ideas. It would be cool to have multiple towns on the same map, if they stayed seperate. In CotN, though, people were just a little too good at getting what they wanted. ;)

I'm actually thinking it might be interesting to have what I believe would be a melding of Caesar II & III. What if besides the city and world levels, there was a third province map. It could be much more detailed than if it were included with the WL. You could set up towns (perhaps even visit them like the colonies in Zeus?) and take advantage of resources in the colony not found on the city level (sort of like the Egyptian supply sites for granite or limestone in CotN). You could even designate whether a town was agriculturally based, industrially based or resource-gathering based.

arcan
08-22-2005, 05:09 AM
oops sorry, I missed that thread... I've posted another one and said a few things about colonies herehttp://www.tiltedmill.com/forums/showthread.php?t=6885 (http://http://www.tiltedmill.com/forums/showthread.php?t=6885)