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[Idea] make Walls a "district"

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2 years ago
Jan 12, 2023, 8:02:32 PM

Personally I don't really like the fact that walls automatically appear on the tiles adjacent to the main plaza. It is not military efficient and realistic thinking that ALL the districts of a city were surrounded by walls: in the medieval times the farms were usually left out.

I would suggest to don't even spawn cities with the basic "fence" but to add a (very cheap) "wall district" (that actually is not a district but can be placed as such on the existing ones adjacent to the main plaza) that would replace the Palizades, wich builds walls on the districts connected to the main plaza and allowing to manage better on which districts place walls so to fortify in a more intelligent way your defenses. The other Wall infrastructures should upgrade all the wall "districts"; once you'll have built the infrastructure all the new walls that you'll build will automatically upgrade for a slightly higher production cost.





Blue: actual walls placement

Red: the districts that I would have covered with walls (more easy to defend)



PS: Wall "districts" should be placed only on tiles neighbouring a non-walled one, and don't show walls  facing an empty tile if its all surrounded by walled tiles. For QL improvements it should be possible to add to the construction tail the action to wall 2 districts if district n1 is connected to a walled district and n2 isn't but, since in the construction tail it comes after n1, and once n1's completed n2 would be bordering n1, it should still be possible to build both of them in a single turn (if there's enough Industry avaible)

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2 years ago
Jan 12, 2023, 10:19:25 PM

100% agreed, I would love better control of my walls.  As you say, protect your city centres, but leave the farms — and really whatever quarters you want — out and unprotected. 


Also, it would be nice to be able to fortify districts that are a part of other territories.  I like your condition of building walls only adjacent to existing walls, so this could mean that you could fortify districts far from your central plaza by building a garrison and then fortifying outward from the garrison.

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2 years ago
Jan 12, 2023, 11:18:20 PM

In such terms of building walls, it would be also cool to ransack city tiles that not covered by walls, so you have to choose between tactical wall placement and what districts you want to protect

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2 years ago
Jan 13, 2023, 6:06:13 AM
hibbidy_jibbidy wrote:

throw it in ideas?

should I? Ok, I will this afternoon (I'm sorry but now I do not have time)

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2 years ago
Jan 13, 2023, 6:15:10 AM
A1y0sh4 wrote:
hibbidy_jibbidy wrote:

throw it in ideas?

should I? Ok, I will this afternoon (I'm sorry but now I do not have time)

The "Ideas" section isn't for that, it's for making suggestions about improving Games2gether. When I first started posting here I put some suggestions there but was told off for doing so by the devs.

Updated 2 years ago.
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2 years ago
Jan 13, 2023, 9:18:35 AM
Fullscreen_Lurker wrote:
A1y0sh4 wrote:
hibbidy_jibbidy wrote:

throw it in ideas?

should I? Ok, I will this afternoon (I'm sorry but now I do not have time)

The "Ideas" section isn't for that, it's for making suggestions about improving Games2gether. When I first started posting I put some suggestions but what was told off for doing so by the devs.


Please note, there are ideas sections also for the website.

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2 years ago
Jan 13, 2023, 4:38:16 PM
shakee wrote:
Fullscreen_Lurker wrote:
A1y0sh4 wrote:
hibbidy_jibbidy wrote:

throw it in ideas?

should I? Ok, I will this afternoon (I'm sorry but now I do not have time)

The "Ideas" section isn't for that, it's for making suggestions about improving Games2gether. When I first started posting I put some suggestions but what was told off for doing so by the devs.



Oh really.

Updated 2 years ago.
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2 years ago
Jan 13, 2023, 6:09:02 PM
Fullscreen_Lurker wrote:

...

Oh really.


You posted your idea in the Games2Gether Ideas Area.   You probably wanted to put it in the Humankind Ideas Area.


- https://www.games2gether.com/ideas

- https://www.games2gether.com/amplitude-studios/humankind/ideas

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2 years ago
Jan 13, 2023, 6:10:21 PM

To be fair, the Ideas area of the site is messy and I guess a bit unclear and unfortunately splits attention, ideas, and upvotes between that area of G2G and the forums. :(

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2 years ago
Jan 13, 2023, 6:24:00 PM
RedSirus wrote:

To be fair, the Ideas area of the site is messy and I guess a bit unclear and unfortunately splits attention, ideas, and upvotes between that area of G2G and the forums. :(

Agree. I never check the ideas page on purpose, so any good ideas will go by unnoticed and not upvoted. (Not that my upvote makes much difference :) )

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2 years ago
Jan 13, 2023, 6:41:35 PM
RedSirus wrote:
Fullscreen_Lurker wrote:

...

Oh really.


You posted your idea in the Games2Gether Ideas Area.   You probably wanted to put it in the Humankind Ideas Area.


- https://www.games2gether.com/ideas

- https://www.games2gether.com/amplitude-studios/humankind/ideas

Oh I see. I didn't realize they had multiple ideas pages. Actually I don't think they had one dedicated to Humankind yet when I made those posts. 


Well in that case: 

https://www.games2gether.com/amplitude-studios/humankind/ideas/2920-humankind-improve-immersion-of-culture-shifting-with-events-that-explain-how-the-shift-happened

 


Updated 2 years ago.
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2 years ago
Jan 16, 2023, 11:26:45 AM
Fullscreen_Lurker wrote:
RedSirus wrote:
Fullscreen_Lurker wrote:

...

Oh really.


You posted your idea in the Games2Gether Ideas Area.   You probably wanted to put it in the Humankind Ideas Area.


- https://www.games2gether.com/ideas

- https://www.games2gether.com/amplitude-studios/humankind/ideas

Oh I see. I didn't realize they had multiple ideas pages. Actually I don't think they had one dedicated to Humankind yet when I made those posts. 


Well in that case: 

https://www.games2gether.com/amplitude-studios/humankind/ideas/2920-humankind-improve-immersion-of-culture-shifting-with-events-that-explain-how-the-shift-happened

 


Yes, to give you a bit of context. We recently opened the section on Humankind. It wasn't opened before

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2 years ago
Jan 16, 2023, 11:27:53 AM
A1y0sh4 wrote:

Personally I don't really like the fact that walls automatically appear on the tiles adjacent to the main plaza. It is not military efficient and realistic thinking that ALL the districts of a city were surrounded by walls: in the medieval times the farms were usually left out.

I would suggest to don't even spawn cities with the basic "fence" but to add a (very cheap) "wall district" (that actually is not a district but can be placed as such on the existing ones adjacent to the main plaza) that would replace the Palizades, wich builds walls on the districts connected to the main plaza and allowing to manage better on which districts place walls so to fortify in a more intelligent way your defenses. The other Wall infrastructures should upgrade all the wall "districts"; once you'll have built the infrastructure all the new walls that you'll build will automatically upgrade for a slightly higher production cost.






Blue: actual walls placement

Red: the districts that I would have covered with walls (more easy to defend)



PS: Wall "districts" should be placed only on tiles neighbouring a non-walled one, and don't show walls  facing an empty tile if its all surrounded by walled tiles. For QL improvements it should be possible to add to the construction tail the action to wall 2 districts if district n1 is connected to a walled district and n2 isn't but, since in the construction tail it comes after n1, and once n1's completed n2 would be bordering n1, it should still be possible to build both of them in a single turn (if there's enough Industry avaible)

While I agree on more customization, why would you like X farms not to be protected? 

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2 years ago
Jan 16, 2023, 11:35:32 AM

Because maybe they were in a low ground tile. If these weren't walled the enemy would attack some fortified districts from the low ground, giving the player a great advantage. If the farms were walled, the enemy would have sieged the city easier; choosing where to "place" your walls would fix this issue.

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2 years ago
Jan 16, 2023, 11:39:24 AM

Anyway, doing so is also a risk: you are allowing your enemy to ransack all your non walled districts.

The player must be clever and place them with strategy.

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2 years ago
May 2, 2023, 5:34:59 PM

Management will give us options to make cities better defended, as troops can't cover all walls and covering some places will only make them easier to assault, brake defences and storm by this break to the city,  but some management of this sort would be good not only for player but also for AI, that could spam gigantic cities that conquering is just silly.

Also i started in Ideas section simillair topic with second layer of walls avalible to cities.
https://community.amplitude-studios.com/amplitude-studios/humankind/ideas/3085-inner-walls-defences-in-cities?page=1

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a year ago
Jan 30, 2024, 7:57:48 PM

In addition to that, I would also suggest to buff in general the Walls type of infrastructures. In most games I end up ingnoring them completely like the lacedemons, they are't very convenient to build, etheir of the cost or of the bonus. Maybe I would make them raise a little stability (with a tech, an infrastructure or a civic...).

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a year ago
Jan 31, 2024, 3:30:33 PM
A1y0sh4 wrote:
Maybe I would make them raise a little stability (with a tech, an infrastructure or a civic...).

I like this idea and I've been considering ways to implement it over the last month or two.  I think it would be nice if walls granted +2 to +5 Stability to districts protected by the walls. Protected districts adjacent to your city centre would be safer and more stable, and would give you a reason to connect other territory centres to the main centre.

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a year ago
Jan 31, 2024, 4:00:28 PM
RedSirus wrote:
A1y0sh4 wrote:
Maybe I would make them raise a little stability (with a tech, an infrastructure or a civic...).

I like this idea and I've been considering ways to implement it over the last month or two.  I think it would be nice if walls granted +2 to +5 Stability to districts protected by the walls. Protected districts adjacent to your city centre would be safer and more stable, and would give you a reason to connect other territory centres to the main centre.

Yeah, maybe a Tech like Fortifications, Siege Tactics, Feudalism, or Military Architecture should do the job. Then, in the later eras, Stability from Walls might be replaced with Stability from Services (Hospital, Financial District?, etc...)

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a year ago
Jan 31, 2024, 5:00:52 PM

I don't know what I think about this change. It sounds very good if you are a hardcore 4x fan and a sucker for complex mechanics. If I was a casual new player, I would be completely overwhelmed by the game as it is now, even. Not to mention an extra tedium like manual wall placement. Again, for hardcore fans with infinite time - cool. For casuals - very, very questionable. But in truth, I think hardcore fans and 4x veterans remain the majority of the Amplitude's fan base, despite some efforts in other directions. In the end - not sure.

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