City hex

Moderator: Vic

Post Reply
Kamelpov
Posts: 167
Joined: Sat Feb 22, 2020 6:59 pm

City hex

Post by Kamelpov »

When a colony city go size 4 convert the terrain to urban similar to ruin.
And when a city get razed to the ground create ruin terrain with salvage worth the price of the building in the city minus a random amount.
zgrssd
Posts: 5105
Joined: Tue Jun 09, 2020 1:02 pm

RE: City hex

Post by zgrssd »

Those hexes are around 200km, short diagonal. They are mind-bogglingly huge. That some of those old cities left ruins spreading 2 or even 3 hexes? They must have been monumental in scope.

Meanwhile the cities the suurvivors build are rather small. Level 7 is unlocked at 550k.
Therea re lists of largest cities today, you will not even get on with less then a 1000k Pops.

It should certainy add scavenging points. Indeed all building should propably, if destroyed. But a city big enough to change the hex terrain seem like a few orders of magnitude above what the Shadow Empires can build.
I think the only way we can change teh terrain type right now, is by planting. Open Air farms "spread" around the hex the farm is build in.
Daltesh
Posts: 6
Joined: Wed Jun 10, 2020 5:35 pm

RE: City hex

Post by Daltesh »

Given that ruins show up with a pre-collapse population in the millions, and a population of billions cause massive continent sized city sprawls, I think ruins represent less "wall to wall cityscape" and more a central city with sprawling suburbs or the like. It makes sense to me for tiles to represent dominant features, not the sentiment that every square foot of the entire area is homogeneous. A domed city of 500,000 people would be a larger tactical consideration than a domed city of 20,000 people. I also think given the logistical considerations of a city that size, assaulting one in a forest would be considerably different than just assaulting a forest.

Plus having the map become slowly terraformed due to player actions is just cool.
Post Reply

Return to “Suggestions and Feedback”