[Closed] Universal capital city discussion

Oh,I see. What’s the problem here?

Look,I don’t know what’s going on. We where talking about one thing then other. It’s driving me crazy. So we need to get a city idea done,so when the world is out. Builders can get on it and get to work. So Zouls, Nyuudles,or who ever can build a prototype portal hub,and send snapshots. Please do so,it will help a lot to have a idea what a piece of the city will look like,even if it’s just a prototype. Then when it’s done,we can edit and change it to the way we like.
Then we plan out the city in parts,first town square,then the arena, then etc…
Then we build prototypes,and change those to the way we like.Sorry to be so bossy,but it helps me to know what going on.

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We jumped from talking about building styles all the way to the little details. We didn’t even get to decide on how we’re going to layout the city. Once we get the big picture out of the way, everything else should fall into place.

On Topic: How will we want the city to be organized?


Examples above aren’t going to be the actual city itself, it’s just a concept.

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Your sketches continue to do an awesome job of focusing us :smile:

My preference is connected:

  • This city is going to grow over time
  • Having open space between districts/regions allows folk to build in more directions than just out
  • The satellites can more easily have distinct styles
  • I think it’ll fit the terrain a bit better (we won’t have to clear all of the jungle - just a central area and spokes out)

However, that city-on-a-spire in the combined example really stands out to me as being very cool (though, how’s that fit in w/ the mountain?)

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Thank you @nyuudles, I personally back the “confined” concept for a few reasons.

  1. protected against wandering creatures (or assuming they alter the mob spawn code so that one can prevent creatures from spawning in a region, it will be)
  2. outlying districts may be harder to navigate than having everything together in a walled in space.
  3. keeps everything within render distance

I would like to suggest building the city in a linear fashion with the spawn point and portal hub on one end, trade districts near that, and then the fanciest (read largest) structures at the far end of the city. A primary road from end to end provides easy navigation, and branching streets can divide the city into easy to identify districts. I’ll provide a drawn concept later tonight after work.

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I am liking the combined idea #3, best of both worlds. I think it is going to be hard to go with the flow of terrain and keep everything confined.

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3 looks really cool.

Omg @Nyuudles your sketches are done so well! I’ll have to put my vote for Connected. It allows for a less restricting atmosphere, and we can connect the outer districts through large road systems, and of course that will give us less creative builders something to do!! A connected capital might even be really good for a diversity in building design. For example, main part could be Roman, then 1 spoke could be medieval, and another could be Dwarven, all in accordance to their assigned districts. All in all, I can’t wait to build those roads! :wink:

OK so, as I mentioned earlier, a quick sketch of a linear city layout. This could be nestled nicely with the palace up against the side of the mountain for a nice secure feel. Pardon the low quality of the sketch, I did it with my cell phone. I feel it conveys the simplicity of the organization well enough though. Obviously, the blue road down the middle and it’s spokes represent “Main streets” and smaller streets through the district are not shown. This layout is done for the simple purpose of maximizing efficiency, and ease of navigation while putting the features players will most often go to town for closest to the spawn point. At the same time, the fanciest builds are not obscured by surrounding city, and the player can quickly leave the city by the nearby main gate.

This design can be adapted to be used by any one of @nyuudles’ three concept pieces.

On the topic of the concept pieces, I feel we should forgo the “connected” concept for two simple reasons.
The first reason is that it spreads out the city’s features over a great distance, there by hindering the convenience of visiting the city to begin with.
Secondly, a “confined” concept with all the amenities in a compact efficient city does not necessarily mean that outlying cities can not pop up around the capital and evolve into a “connected” metropolis over time. These outlying cities could simply be annexed into the main city later if they successfully grow that large.

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This is not my first rodeo! I have a plan to help organize the construction effort and make everything run as smoothly and enjoyably as possible. My main roll in all of this is to organize the community effort, so just try to trust me on this, ok? :wink: I promise that everybody who wants to contribute in the construction of the city will get an opportunity to do so and I promise that we will end up with an organized and coherent product.

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The river to the west of the mountain will probably get in the way (unless we want to build diagonally) - I’ll move the rivers around if this is the layout we end up going with

Do you mean to move the rivers via the WB, or in game? Because if you mean in game, we have two options to work around the rivers.

  1. bridges, ofc.
  2. lay dirt/grass over the top of them and build over them.

WB; since the layout you’re proposing would work best going due west, I think (directly on top of that river). Paving over it might be a little weird to match the terrain

(don’t worry, it’s super easy to re-generate only the rivers)

I thought you had already submitted your final to the devs. Either way, the presence of a river won’t greatly hamper the positioning of the city. But if it were to suddenly vanish, that would be less work on our part in game :wink:

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I suspect we’ll have a bit of time for some back and forth tweaking; I probably misjudged heights of some of the terrain features - we’ll see once its in the actual game :stuck_out_tongue:

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is it possible to move the capital spawn point?

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Unsure; (that’s a question for @james!)

Thanks, I trust you it’s just so chaotic.

So far, the process has gone very smoothly. The collaboration has been huge from the community, and some unique and exciting ideas have come forward. I’m not worried about the topic veering a little to the side now and again, so long as we learn valuable details in the process. And, c’mon, my name literally MEANS chaos, I got this!

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Ha ha that’s true, do you think you could explain what were talking about right now I’m still little confused.