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MarkDuffy
10-06-2005, 02:26 PM
I have been yelling & screaming for Zeus-like colony missions. Start small, go to a colony & come back with new buildings available, trade/trade partners, vassals, etc.

kenn6757 (http://www.tiltedmill.com/forums/showpost.php?p=69851&postcount=9) just gave me a great idea, IMHO. Mine is a bit different & does not include a conquered city.

A map that increases in size, mines appear, quaries appear, resources appear, building options appear, etc.

Start with a small map with little or nothing that expands as the mission progresses.

or

It could be a standard map with the infamous "unexplored territory" in black with something as simple as a locked gate.

Kiya
10-06-2005, 02:41 PM
A map that increases in size, mines appear, quaries appear, resources appear, building options appear, etc.


Nice ideas. :)

What if while your map increases one or two of your mines will be exhausted? You thought you'll have them "for ever" and then you'll have to find a new solution, like import or find an other trader still unknown on the World Map? Or there is only one hostile neighbour having this resource? A bit of a problem? :D

MarkDuffy
10-06-2005, 02:49 PM
What if while your map increases one or two of your mines will be exhausted? You thought you'll have them "for ever" and then you'll have to find a new solution, like import or find an other trader still unknown on the World Map? Or there is only one hostile neighbour having this resource? A bit of a problem? :D

I love the way you think, Kiya! :)

Gweilo
10-06-2005, 02:59 PM
I'm sorry to bring up Emperor again, but it is the editor I know the most about. All the features you guys have discussed so far (enabling/disabling resources and available structures, introducing/removing cities) are doable in that game during gameplay, except for changing the size or terrain features on a specific map. So, once again, it doesn't seem like a huge stretch for TM to expand on this for C4. It might simply depend on how robust of a custom editor they supply with the game. The rest is pure creativity of the fan base.

EmperorJay
10-06-2005, 03:07 PM
I've expressed this idea in earlier threads, I believe the Rome scenario thread is among them, but you definitely phrased it better.

Like Gweilo says, it's not a major difference, but it would make a great addition to the gameplay and it gives the designers much more options.

MarkDuffy
10-06-2005, 03:29 PM
I've expressed this idea in earlier threads, I believe the Rome scenario thread is among them, but you definitely phrased it better.

Excellent point (except for my saying it better; I can barely type), Jay, thankx! :)

I'm so sorry if I stepped on any toes here. There is much repetition & posters should cross-link the old/other threads to current threads, as a suggestion! :cool:

I hope this is Jay's Rome scenario (http://www.tiltedmill.com/forums/showthread.php?t=7192) thread!

EmperorJay
10-06-2005, 04:44 PM
I tried my best to avoid any chance of making it appear as if you stepped on my toes :cool: . Seriously, what you said is exactly what I had in mind, but you managed to say it without needing a whole paragraph but simply 2 lines :) .

All too often I've come up with a good idea for a scenario (or at least an idea that seemed good to me :p ) only to come to the conclusion that I couldn't create that scenario because it would require me to alter the terrain and expand the map. Allowing the designer to hide specific parts of the map, along with hiding resources etc. gives the designer so many options.

What I forgot to say earlier: the huge advantage of increasing the map size during a mission is that you can make a certain resource appear far away from the players city. Mission starts, player finds perfect spot, map expands and it turns out a valuable resource is far away from where the player started.

Of course you don't have to be so evil, but it's a fun thought :D .

MarkDuffy
10-06-2005, 04:57 PM
I really love the way Jay thinks! :D

Lannes
10-07-2005, 02:51 AM
I have been yelling & screaming for Zeus-like colony missions. Start small, go to a colony & come back with new buildings available, trade/trade partners, vassals, etc.

kenn6757 (http://www.tiltedmill.com/forums/showpost.php?p=69851&postcount=9) just gave me a great idea, IMHO. Mine is a bit different & does not include a conquered city.

A map that increases in size, mines appear, quaries appear, resources appear, building options appear, etc.

Start with a small map with little or nothing that expands as the mission progresses.

or

It could be a standard map with the infamous "unexplored territory" in black with something as simple as a locked gate.

Well this is exactly what I meant in my C2/C3 poll. I can see the gameplay appeal it may have for some, but at the same time I think it's a slap in the face for anyone concerned with a bit of realism. If the game puts you in the shoes of a governor (like the previous installments) then the land around your city isn't unknown, but rather uncivilised or at least unRoman. IMHO the game should be more about conversion than exploration.

That said, it's perhaps possible to combine the two concepts by dividing the province into a "converted" area directly surrounding your city and an "unconverted" area outside of it. As your city grows, the radius of conversion increases, which might mean that the locals are more inclined to produce for the Roman market. Thing is, it would be nice if you COULD exploit resources in the uncivilised parts from the start. It would just have to be more dangerous or less profitable than when it's in the civilised radius.

I don't think this (or anything like it) will make it into the game , but still it's fun to speculate.

Lannes

prof786
10-07-2005, 02:10 PM
i suggest a province of scattered villages connected by criss-cross paths but centered around the imperial road.
as your province develops, the influence grows as more locals learn about the better life in the city. so they pack up and migrate to your town.
some villages may work with you via exchange of services.