Quick post detailing the one problem I still have with the current city-building system, which is, that the placement still really doesnt matter much.
Now I know there are bonuses for certain region types, depending on the actual building. Lumbermancy buildings go in the forests, for example. The problem is..... that's all there is to it. There's no real strategy/planning/thinking involved. If I've got a building that goes in the desert, well, dont matter where the desert is or how much of it there is or which tile I choose; just walk over, slap one down randomly, and bam, full building bonus.
This means that I could, say, have my settlement on one side of the continent, right, and maybe a few buildings near it..... but if I were to walk aaaaaaaalllllllll the way across the continent.... maybe even to a seperate island.... and slap a building there, it'd be still "part of the city", despite making absolutely no sense whatsoever. It'd look like the sort of building only a crazed hermit would live in and wouldnt connect at all to the settlement, and sure as heck wouldnt look like part of a city..... but it'd still WORK.
Pretty much the ONLY restriction with this is the wind shelters and the area they open up..... and that's about it. Within those boundaries..... and it's not that hard to unlock huge tracts of land with those..... you can just plop buildings anywhere and you have a "city".
My thoughts for this were something along these lines: Have a rule that any new building needs to be within 2 or 3 tiles of another building, in order to A: work at all, or B: get the full effect. Whichever seems to work out the best. If B:, you could say, have the building's effectiveness reduced by half or something, if it's not close enough to other buildings. This would all mean that placement..... AND planning/strategy/whatever would both matter, for this system. Yet at the same time on lower difficulties, for those that dont want to deal with it really, you could still mostly ignore this part.
This is basically what I was kinda hoping to see with the citybuilding system right from the start, as it makes the shape of the continent and placement of individual area types and regions really matter, from a strategic point-of-view. As it is currently, it's still pretty mindless.
Mantis thingy here:
http://www.arcengames.com/mantisbt/view.php?id=8877