I’ve finished up Military districts – each part now has a wide range of variation in terms of how it appears, as well as where exactly on the map grid it actually appears. Some military districts contain features others do not, but all contain sufficient locations for two training NPCs to spawn – something we’ll get to once 0.8 is properly in the works. I’ve now begun work on City Centres.
I’ve been struggling with city centres. What you see in this entry is already the third iteration, and I’m not sure how much I like this one. There also isn’t much to show yet. This is partly because most of this week has been spent looking around flats and investigating a possible academic post that might be coming my way, and because much of what I’ve been doing is under-the-hood stuff. There are ten possible layouts for city centres, as aptly illustrated by this lovely MS Paint infographic:
I am sure you can see why each is named the way it is, and the number notes how many things may spawn in it (large buildings discussed in this paragraph count as 2). There’s a key difference between the last three designs – star, fat X, and cross – and the other seven. There are two types of building that are very large and need extra space in a city centre to spawn: these are religious cathedrals (the hub for each religion), and parliaments. Cathedrals only spawn in nations designated as the home nation for that belief, whilst parliaments only spawn in civs that have the Representation policy as their choice of leadership. In the first seven, the cathedral will spawn within the square – these can be of almost any shape and having this shape adjust the spawning of the rest of the district causes things to spiral into revolting complexity, so they are contained within this area and some interesting patterns of grass, road and fountains on the ground around. If there is a parliamentary building, meanwhile, it will cut across the other larger sections. However, if there is no religious building, the last three designs can be used, since these have no room for cathedrals.
City centres also contain other buildings – currently each contains a mint, a number of embassies for nearby nations, and at least one garden. However, I think this is a little sparse. Below is a very early example of how a city centre currently looks: this one contains a cathedral in the centre and various buildings around it (gardens do not yet spawn).
The Mint is the building in the bottom-left corner (after posting this entry I intend to change its design significantly, but I always want to upload at the weekend, so it is staying that way for now since I don’t have time to add new designs and upload this in time) and the rest are embassies. However, I want fewer embassies – we must maintain some mystery! – and more other buildings, but I’m not really sure WHAT. There are a small number of unique structures that can generate within city centres which I’m not going to give too much away on right now, but I need more. I’m happy for the overall structure to be very careful and regulated like in the above example, but more variety is clearly needed. I considered libraries/universities, but having so many books in the same location would damage the game balance of how I want books to work. So, bearing in mind that gardens are not yet present, nor the other thing unique to each centre, I still think they need more variety, but I’m not really sure what else could be included – thoughts? I never finish or release anything until I’m entirely happy with it, and centres are definitely lacking some interest at the moment, and this needs fixing. Throw me your ideas!
Edit for clarification: monarchic and stratocratic rulers rule from the city castle; theocratic rulers from the cathedral; representation leaders from the parliamentary building.