For me, the region system will shine if it's paired with indigenous people / minor nations occuping those regions.
One of the major weakness of the Civ series (a series I love) right since the beginning with Civ 1 is the idea of an empty map and you can just wander in and place a city wherever you want. In the real world, empires expanded by moving into territories occupied by other people and either absorbing them or displacing them. It wasn't just major empires battling over border lines, it was major empires dealing with (in various ways) a host of other people on their frontiers.
I don't know how Amplitude will handle this, but I'm hoping for a more elegant and interesting system than Civ's hodge podge of barbarian camps, tribal villages, and city states. If the world is empty but already divided into regions, that would seem odd. If you expand your empire by extending influence into the lands of the X, then the region system will feel much more natural.
Well, the devs have revealed that the game has no settlers; instead we send an army into the region and they'll set up an outpost, which can either be used to found a new city, or annex the region for an adjacent city. Local populations might be said to be integrated at the outpost, explaining how a new city could arise from an army plopping down a fort that somehow becomes its own city.
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Well, the devs have revealed that the game has no settlers; instead we send an army into the region and they'll set up an outpost, which can either be used to found a new city, or annex the region for an adjacent city. Local populations might be said to be integrated at the outpost, explaining how a new city could arise from an army plopping down a fort that somehow becomes its own city.
I hadn't read that. I knew (a) that you can establish outposts in regions, and (b) that you can't establish a city in a region with an outpost from another player, but I hadn't heard anything about how you establish new cities. Having them evolve from outposts makes sense. Do you remember what article you saw the "no settlers" comment in? Doesn't matter if you don't. No doubt we'll be hearing more soon anyway.
Yes, the "outposts become cities" mechanic would lend itself well to integrating local peoples.
Well, the devs have revealed that the game has no settlers; instead we send an army into the region and they'll set up an outpost, which can either be used to found a new city, or annex the region for an adjacent city. Local populations might be said to be integrated at the outpost, explaining how a new city could arise from an army plopping down a fort that somehow becomes its own city.
I hadn't read that. I knew (a) that you can establish outposts in regions, and (b) that you can't establish a city in a region with an outpost from another player, but I hadn't heard anything about how you establish new cities. Having them evolve from outposts makes sense. Do you remember what article you saw the "no settlers" comment in? Doesn't matter if you don't. No doubt we'll be hearing more soon anyway.
Yes, the "outposts become cities" mechanic would lend itself well to integrating local peoples.
I believe the devs said it in one of their Gamescom streams. So it's similar to Age of Wonders: Planetfall's system, but cuts out the settler entirely and lets you start a new city adjacent to another one.
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I wonder if there are ways to accurately show the difference between, let's say, a China with lots of people but a medium income versus a United States with medium people (for its size) and lots of income. Or if it's possible to differentiate between France's centralized government versus Germany's decentralized cities.
I wonder if there are ways to accurately show the difference between, let's say, a China with lots of people but a medium income versus a United States with medium people (for its size) and lots of income. Or if it's possible to differentiate between France's centralized government versus Germany's decentralized cities.
That level of complexity is unlikely, although we do have ideologies.
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Yes that sort of in depth demographics I think would be very difficult to simulate. Playing Total War Three Kingdoms recently and one thing to note was the western provinces of China were much larger thus having fewer settlements as opposed to the eastern coastal parts with smaller provinces making it much more dense which I think does a fairly good job of simulating how those eastern areas were where the majority of the population was located while also making those areas more desirable as having lots of packed togeather settlements is easier to defend.
You could simulate that in this game by having desert/steppe/tundra or any other terrain that is not ideal for human development have larger regions to represent that you cant heavily colonise those areas.
You could simulate that in this game by having desert/steppe/tundra or any other terrain that is not ideal for human development have larger regions to represent that you cant heavily colonise those areas.
Perhaps, although that affects every other region on the continent in question. We could have a "desolate wastes" or "barren" sort of tiles that are incapable of food production or much else, but are a good place to put a military district (Assyria's Citadel districts).
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Yes that sort of in depth demographics I think would be very difficult to simulate. Playing Total War Three Kingdoms recently and one thing to note was the western provinces of China were much larger thus having fewer settlements as opposed to the eastern coastal parts with smaller provinces making it much more dense which I think does a fairly good job of simulating how those eastern areas were where the majority of the population was located while also making those areas more desirable as having lots of packed togeather settlements is easier to defend.
You could simulate that in this game by having desert/steppe/tundra or any other terrain that is not ideal for human development have larger regions to represent that you cant heavily colonise those areas.
I really like the idea of region size varying based on terrain.
There's a reason why Canada for example has a very large area but most of its comparatively low population is within 200 miles of the American border, while a country like Bangladesh is quite small, but has a very high population.
It has been many years since I played EL, so I do not recall how regions and cities work. As a result, I will just describe how I think cities should work in general.
In real life, cities tend to be spreadout. Why? History. Originally, a city and its hinterland had a symbiotic relationship. A city existed to support an agrarian hinterland with centralized services and the agrarian hinterland prospered by feeding the city. If a hinterland does not have a city, then there is no place to buy farming implements or sell surplus production (regions without cities or with small cities were poor and underdeveloped). If a city does not have a hinterland, then the city starves (cities rarely existed outside of regions that could not feed the city - there are exceptions, of course).
This is just a long way of saying that it absolutely makes sense to have regions. A region is a city and its hinterland. Should regions be different sizes based upon productivity of the hinterland? That is a great question that was brought up earlier in the thread. I think that is how it did work. The Netherlands developed early as an urban region, because the land was very productive, but the cities themselves were not enormous. There were just many of them. Whether simulating that is important, I know not. You could have just normal sized regions with enormous cities where land is especially productive and it would be a reasonable approximation.
As far as city placement, cities tended to be at places where the services they provide could be most effective. Trade was a vital service, so cities should be placed near rivers and shoreline.
If cities (or outposts) are placed first, then agrarian/rural development should be next in order of productivity. Ideally, productivity would be so low at first so that only a few places are worth farming. As tech leads to higher productivity, farms should expand to eventually cover all of the hinterland/region (or most of it with obvious restrictions for mountains, swamps until the tech to drain them exists, hills until the tech to terrace them exists, etc.).
Eventually, the city center expands and agrarian squares near the center should become suburbs. I have no idea how that should work.
It also throws things off to have wonders take up an entire region square, but I understand it is a game. Maybe wonders should not displace the agrarian development in the square? At minimum, that makes sense considering the size that a region square represents.
This is just a long way of saying that it absolutely makes sense to have regions. A region is a city and its hinterland. Should regions be different sizes based upon productivity of the hinterland? That is a great question that was brought up earlier in the thread. I think that is how it did work. The Netherlands developed early as an urban region, because the land was very productive, but the cities themselves were not enormous. There were just many of them. Whether simulating that is important, I know not. You could have just normal sized regions with enormous cities where land is especially productive and it would be a reasonable approximation.
I think the fact that regions can be merged could help simulate this. You could have several individual cities each in their own region or you could combine them creating a large city with a large hinterland region.
I know they have already said that regions can be merged, but it would actually add variety to a map to have a bunch of small, highly agriculturally productive regions next to each other that would simulate a Low Countries type start where you would have a highly urbanized, but still modest population. Maybe trade between cities could be a big deal, so you would naturally end up with a highly trade oriented country.
That would be as opposed to a huge, agriculturally productive region, which would result in a Paris type city.
I guess the point is that it adds flexibility to merge reguons, so you could create a Paris in the Low Countries. However, if a single huge city is strictly better, then it would kind of be a shame to not have the variety of experence of starting wirh Paris versus starting wirh Bruges, Ghent, Antwerp, Brussels, Rotterdam, and Amsterdam. The former might have been a bigger city, but the latter was actually more urban in the late middle ages, BTW.
Hopefully, the developers are considering these different situations and designing the game accordingly.
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