quote:
Originally posted by Skyrage:
Obviously all Toady has to do is set some kind of border or radius around existing settlements which disallows you to settle too near.
Why? I can understand a in-game stone wall that the humans have made to stop invaders that you could eventually undermine or 'diplomacy' your way through, but creating an invisible "No, you can't do that here" is a little much to stop player interferance, and if anything, that would demonstrate that the game isn't as free-action as it claims to be.
If there are invisible walls over human /elf /dwarf towns that were made durring world gen, you may as well forbid the player from digging into 1-tile mountain peices on the world map, to stop them from making a short-cut to the other side...
[As for dwarves living 'outside' on the hills, let them. Living exposed on the mountainside has it's benifits (easy farming; no cave adaption) but also it's detractions (easilly-defeatable melee army; civilian population heavilly exposed) which ultimately ballance the entire situation...
Assuming the Ai of NPC towns will be beefed enough to mine their own ore and forge their own weapons (has to happen eventually; where do you think they get the stuff?) building on a human town would be a bad idea, not because humans are there, but because the natural resources of the area will be strained, and you may not be able to grow properly.
... In fact, once goblins use resources like iron and copper by physically removing it from the mountain and refining it into weaponry and armor, you will no longer be able to have an infinite source of iron from seiges, because their source is just as limited as yours is, if not more.]
[ July 07, 2007: Message edited by: Mechanoid ]