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Author Topic: City-building games  (Read 3050 times)
HeartShadow - Cutethulhu
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« Topic Start: May 25, 2007, 03:43:34 pm »

I'm working on a *story* for a city-building game (think something like Caesar/Pharaoh/ that series, or Children of the Nile).

And I'm wondering.  What do you want in a city-builder?  What do you hate?  If you could wave a wand and have the perfect game, what would it have?
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« Reply #1: May 25, 2007, 04:04:05 pm »

I'm working on a *story* for a city-building game (think something like Caesar/Pharaoh/ that series, or Children of the Nile).

And I'm wondering.  What do you want in a city-builder?  What do you hate?  If you could wave a wand and have the perfect game, what would it have?

HATE HATE HATE: random attacks on a map just because. A city builde rIS NOT a RTS game and Army manouvering is clunky and useless.

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« Reply #2: May 25, 2007, 04:06:23 pm »

HATE HATE HATE: random attacks on a map just because. A city builde rIS NOT a RTS game and Army manouvering is clunky and useless.



so, no attacks at all, or only attacks for a reason?

Would you get rid of armies completely?
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« Reply #3: May 25, 2007, 04:13:15 pm »

I'm working on a *story* for a city-building game (think something like Caesar/Pharaoh/ that series, or Children of the Nile).

And I'm wondering.  What do you want in a city-builder?  What do you hate?  If you could wave a wand and have the perfect game, what would it have?

I like the stuff that gives you feedback from citizens.  Like in Civilization where they build that little palace for you.  Or celebrate the fact that you rule them and stuff.

Alpha Centauri was also kinda fun in that you got to make kooky alternative societies for people to live in.

Basically, anything that feels like you're effecting people/ events.  (I like that in games too.)
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« Reply #4: May 25, 2007, 05:25:01 pm »

I'm working on a *story* for a city-building game (think something like Caesar/Pharaoh/ that series, or Children of the Nile).

And I'm wondering.  What do you want in a city-builder?  What do you hate?  If you could wave a wand and have the perfect game, what would it have?

Off the top of my head (these are some of the few games I actually have played for any length of time).

* A pause feature that lets you stop time to build, adjust tax rates, etc. I'm not a fan of real time games (other than first person shooters or the like) in general and I have no use for real-time stuff in a city-building game.

* No stupid random events (monsters, alien attacks, invasions, 1000 year floods, etc.) unless the entire point of the scenario is dealing with the event. The player should be able to turn off even normal random events.

* A way to abstract out petty details. For example, some people like having to carefully plan water pipes and sewer pipes or the exact route the garbage trucks follow -- others do not. Those who do not should be able to abstract such details away and just build enough water purification plants, sewer treatment plants, and dumps (or whatever) for the population needs.

* Citizen feedback that makes sense. Barring major screwups, things go bad slowly. Citizen opinion isn't great one turn and throw the bums out a week or two later. Nor does it suddenly improve from one turn to the next just because a stadium gets built.
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« Reply #5: May 26, 2007, 06:40:32 am »

so, no attacks at all, or only attacks for a reason?

Would you get rid of armies completely?

Depends on the civ. I Would get rid of controlled fighting RTS style. Any conflict resolution would be ideally based on "Ive built and deployed X units of this Y of this and Z of this. They arwe attacking with A+B+C. Ive got these trainign facilities in use (using ity resources) IS my army better? Y - win no damage, N - Lose army units reset, Damage to external city structures based on how much you lost by and how many defensive structures you have.

All wrapped up in a nice graphics interface.
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