{"id":1691,"date":"2021-08-02T09:00:08","date_gmt":"2021-08-02T16:00:08","guid":{"rendered":"http:\/\/www.designer-notes.com\/?p=1691"},"modified":"2021-08-18T11:07:13","modified_gmt":"2021-08-18T18:07:13","slug":"old-world-designer-notes-2-city-sites","status":"publish","type":"post","link":"http:\/\/www.designer-notes.com\/old-world-designer-notes-2-city-sites\/","title":{"rendered":"Old World Designer Notes #2: City Sites"},"content":{"rendered":"<p><em>The following is an excerpt from the Designer Notes for\u00a0<\/em>Old World.\u00a0<em>The game, a historical 4X set in classical antiquity, released on July 1, 2021, and\u00a0<\/em><em>is available for purchase\u00a0<a href=\"https:\/\/mohawkgames.com\/oldworld\/\">here<\/a>.<\/em><\/p>\n<p><span style=\"font-weight: 400;\">One challenge that has haunted all <\/span> <i><span style=\"font-weight: 400;\">Civilization<\/span><\/i><span style=\"font-weight: 400;\"> games since the beginning is Infinite City Sleaze (ICS). In the original version, one player discovered that the optimum strategy was to cover every fourth tile on the board with a city, a mind-numbingly boring strategy that was always the best choice. Most players did not go that far, but they usually realized that more cities was always better, and because the game had very loose rules for city placement, squeezing cities into every possible crack became a typical strategy. Every <\/span><i><span style=\"font-weight: 400;\">Civ<\/span><\/i><span style=\"font-weight: 400;\"> after the second tried a different strategy to stop ICS &#8211; <\/span><i><span style=\"font-weight: 400;\">Civ 3<\/span><\/i><span style=\"font-weight: 400;\"> used corruption and waste to make extra cities less valuable, <\/span><i><span style=\"font-weight: 400;\">Civ 4<\/span><\/i><span style=\"font-weight: 400;\"> used maintenance to make new cities an economic drain, <\/span><i><span style=\"font-weight: 400;\">Civ 5<\/span><\/i><span style=\"font-weight: 400;\"> used global unhappiness to make a large empire harder to manage, and so on. None of these systems were any fun and weren\u2019t intended to be so; they were mechanics put in place to keep the players from ruining the game for themselves by founding too many cities just because it was simply the most effective strategy.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The issue is not that the player shouldn\u2019t have a large empire, meaning one that covers a large portion of the map. Instead, the issue is that the player benefits from packing more cities into the same number of tiles and so bends their strategy to squeeze in as many cities as possible. In an empire-building game, more territory should be good, but more cities just for the sake of more cities simply adds busywork and frustration. Ultimately, there is no actual solution to this dilemma as all of the attempted fixes just slow the player down in unpleasant ways but the same truth remains &#8211; more cities are still always better. Indeed, it becomes a little perverse to try to reverse this dynamic; why make a game about building an empire where the player is punished for building an empire?<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The answer, frankly, has been around for almost as long as the 4X genre. <\/span> <i><span style=\"font-weight: 400;\">Master of Orion<\/span><\/i><span style=\"font-weight: 400;\">, the first sci-fi successor to <\/span><i><span style=\"font-weight: 400;\">Civ<\/span><\/i><span style=\"font-weight: 400;\">, does not have an ICS problem because the player is strictly limited to the number of planets on the map. The gameplay is simply better without putting artificial brakes on the player for fear of them ruining the game for themselves. Limiting city counts has many gameplay benefits, such as more predictable victory point thresholds based on cities, better balanced per-city bonuses, more consistent city value weights for the AI, and a generous minimum distance between cities to allow breathing room for one-unit-per-tile combat. <\/span><i><span style=\"font-weight: 400;\">Endless Legend<\/span><\/i><span style=\"font-weight: 400;\"> adopted the same system in a tile-based game by slicing the world up into a series of territories, with only one city possible in each one. I actually tried a similar system while prototyping <\/span><i><span style=\"font-weight: 400;\">Civilization 3<\/span><\/i><span style=\"font-weight: 400;\"> but didn\u2019t feel comfortable that we were predetermining what the borders of a city would be before actually founding the city. I wanted city borders to still grow organically based on player choice, even at the risk of still enabling ICS.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">For <\/span> <i><span style=\"font-weight: 400;\">Old World<\/span><\/i><span style=\"font-weight: 400;\">, we finally found a happy medium between a limited city count and dynamic border growth. City sites are placed on the map at game start, but the actual territory of each city is based on decisions the player makes. Namely, building an urban improvement and producing a specialist on any tile extend the city borders in all six directions. Further, a few buildings (Hamlets, Shrines, and Monasteries) are notable because they are urban improvements which can be built anywhere, giving the player a number of ways to extend a city\u2019s border in a specific direction.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Thus, city borders always extend out from the initial city site but only based on decisions made by the player. The range-based culture growth of <\/span><i><span style=\"font-weight: 400;\">Civs 3<\/span><\/i><span style=\"font-weight: 400;\">&#8211;<\/span><i><span style=\"font-weight: 400;\">4<\/span><\/i><span style=\"font-weight: 400;\"> and the random tiles of <\/span><i><span style=\"font-weight: 400;\">Civs 5<\/span><\/i><span style=\"font-weight: 400;\">&#8211;<\/span><i><span style=\"font-weight: 400;\">6<\/span><\/i><span style=\"font-weight: 400;\"> got the job done but generally were disconnected from the player\u2019s actions. The core hook of a 4X is long-term planning, and putting border growth in the player\u2019s hands is a perfect fit. We had gone with the <\/span><i><span style=\"font-weight: 400;\">Civ 5<\/span><\/i><span style=\"font-weight: 400;\">&#8211;<\/span><i><span style=\"font-weight: 400;\">6<\/span><\/i><span style=\"font-weight: 400;\"> random tile system for a long time, but players were generally unhappy with it until we gave them full control. The algorithm could never consistently find the tile they actually wanted for their city, which was perhaps a good thing because it wouldn\u2019t be a strategy game if it was always clear what next tile would be best. (The old border growth algorithm is still inside the code as it gets used for events and with the Borders Boost tech card.)<\/span><\/p>\n<p><span style=\"font-weight: 400;\">It is also worth noting that although a city\u2019s territory is built dynamically, unlike being predetermined as in Endless Legend, each tile is still associated with a specific city, opening up new gameplay options not available in games without territories. For example, a Governor can have a trait like Delver which affects all Mines and Quarries in the city\u2019s borders. Further, tying tiles to cities is an important tool for the family system &#8211; the Artisans, for example, only care about pillaged tiles in their own territory, highlighting their sometimes myopic perspective.\u00a0<\/span> <span style=\"font-weight: 400;\">Finally, because tribal settlements also block most city sites, taking them for expansion becomes a dramatic moment in the game, part of a multi-turn plan instead of simply plopping down a new city every time a Settler is built.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">I was well aware that the city sites of <\/span> <i><span style=\"font-weight: 400;\">Old World<\/span><\/i><span style=\"font-weight: 400;\"> would be a controversial feature. City placement is one of the great puzzles that players love to debate and analyze &#8211; the <\/span><i><span style=\"font-weight: 400;\">Civ<\/span><\/i><span style=\"font-weight: 400;\"> community has a tradition of posting \u201cdot maps\u201d to compare different potential city arrangements for each random map, but sometimes in game development, it\u2019s necessary to abandon a positive feature that players enjoy for the overall good of the design. <\/span><i><span style=\"font-weight: 400;\">Old World<\/span><\/i><span style=\"font-weight: 400;\"> has a much sturdier core &#8211; and far fewer annoying anti-expansion mechanics &#8211; because of city sites.<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The following is an excerpt from the Designer Notes for\u00a0Old World.\u00a0The game, a historical 4X set in classical antiquity, released on July 1, 2021, and\u00a0is available for purchase\u00a0here. One challenge that has haunted all Civilization games since the beginning is &hellip; <a href=\"http:\/\/www.designer-notes.com\/old-world-designer-notes-2-city-sites\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":1693,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[14],"tags":[],"class_list":["post-1691","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-mohawk"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"http:\/\/www.designer-notes.com\/wp-content\/uploads\/2021\/07\/Ruins.png","jetpack_shortlink":"https:\/\/wp.me\/p3EGlq-rh","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"http:\/\/www.designer-notes.com\/wp-json\/wp\/v2\/posts\/1691","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/www.designer-notes.com\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/www.designer-notes.com\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/www.designer-notes.com\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/www.designer-notes.com\/wp-json\/wp\/v2\/comments?post=1691"}],"version-history":[{"count":3,"href":"http:\/\/www.designer-notes.com\/wp-json\/wp\/v2\/posts\/1691\/revisions"}],"predecessor-version":[{"id":1702,"href":"http:\/\/www.designer-notes.com\/wp-json\/wp\/v2\/posts\/1691\/revisions\/1702"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/www.designer-notes.com\/wp-json\/wp\/v2\/media\/1693"}],"wp:attachment":[{"href":"http:\/\/www.designer-notes.com\/wp-json\/wp\/v2\/media?parent=1691"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.designer-notes.com\/wp-json\/wp\/v2\/categories?post=1691"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.designer-notes.com\/wp-json\/wp\/v2\/tags?post=1691"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}