Initial placement of capitol tile

I have no idea if this is practically possible, but I would to be able to choose where the capitol building goes when settling a planet (including the initial one). Feel free to not allow turn 1 to end until it is placed, but it gets fairly annoying when the capitol is often placed by itself, with few to no adjacent tiles (I tend to use the random minor planet Class 16 option).

40,507 views 13 replies
Reply #1 Top

Much asked for, never implemented. Seems to be too complicated or not important enough for the devs.

Reply #2 Top

To me, I see it as a feature now. Some randomness is ok. The puzzle that is the placement of improvements in any planet is enhanced by by the the capitol being a random pick. Life isn't fair, kiddo. :)

Reply #3 Top

Quoting eggsnbeans, reply 2
To me, I see it as a feature now. Some randomness is ok. The puzzle that is the placement of improvements in any planet is enhanced by by the the capitol being a random pick. Life isn't fair, kiddo. :)
True, except fairness doesn't really apply here, IMO. I'll accept that it might be technologically impractical (although as a software developer, I am a bit dubious of this). Having the capitol be random is a fine "option", akin to map size and number of opponents. Having it a fixed "random" is simply an aggravation, since the likelihood of having it appear in a poor location is significantly more common than getting it in the "ideal" spot.

Reply #4 Top

Additionally, the player could be offered several options.  None of them guaranteed to be ideal.

 


 

Now, what about the poor AI?  Does offering the (hopefully human) player placement give it an unfair advantage?  The AIs will still get crappy spots.

 

Reply #5 Top

Quoting DMF, reply 4


Now, what about the poor AI?  Does offering the (hopefully human) player placement give it an unfair advantage?  The AIs will still get crappy spots.
 

 

That would seem to be easy coding for the AI, select the spot with the most adjacent tiles. I actually prefer mine to be by itself or with only one or two, as my preference is to build with other buildings being the center of  my layout. Capitol is always in my way.

Reply #6 Top

The irony is that I also would prefer to place my capitol away from the rest of the tiles, at least until capitols become more useful again (I'd suggest capitols gain a +1 per age, so +3 total during age of ascension).

Reply #7 Top

I would like to see this. I have to disagree about easy, but it is feasable just place it in the middle of the most tiles.

Reply #8 Top

In general I don't want my capital in the tile with the most adjacencies.  There it blocks big-time hubs.  And you can't demolish a capital to make way.

I would like my capital in a tile with some adjacencies, or potential adjacencies - i.e. next to untiled land mass.  What tees me off is when it gets plopped on an island in the middle of an ocean with no possible adjacency until Biosphere.

 

Reply #9 Top

A quick workaround:

For the Colony Capital (not the Civilization Capital), just remove <IsIndestructible> and <Unavailable> from ImprovementDefs.xml. When you colonize a planet, destroy the capital and rebuild it in a new spot.

Edit: Here's the modified ImprovementDefs file, unzip and put it in:
...My Games\GC3Crusade\Mods\AnyModName\Game

Reply #10 Top

Quoting laws2150, reply 9

The caveat is you can now build a Colony Capital on your homeworld. Maybe there's a more elegant solution?
Add a preclusion for the civ capital

<Preclusions>
      <Improvement>CivilizationCapital</Improvement>
</Preclusions>

in the colony capital.

Reply #11 Top

Quoting zuPloed, reply 10

Add a preclusion for the civ capital

That works perfectly, thanks! Updated link above.

Reply #12 Top
Mod is good, except I prefer to play multiplayer with a friend of mine...this mod would need to make it into the core files somehow (or figure out how to have MP use mods).