Commander Bello
May 29, 2005, 01:16 PM
As I put my idea into the "general discussion" sub-forum as an reply, while it would fit better here, please allow me to quote myself (http://forums.civfanatics.com/showpost.php?p=2800224&postcount=37)
Distribution of food could easily been done, given that some concepts would be changed (which would make the whole more realistic, anyway...)
1) Population growth doesn't depend on the absolute food available, anymore. It would depend on the "necessary" food available, though. What does this mean?
Spoken in terms of Civ3, a pophead would reproduce every 10 turns. That means, 10 popheads would reproduce this new pophead every turn - under the assumption, that enough food for 11 pops would be available.
This is realistic, as you don't have more children, just because you have a bigger food store the next block. But more people have more children, causing more population - if both can survive.
2) Any food produced but not consumed in your city, goes to the national "basket" or pool. From there, it will be distributed to cities which lack food. Let's assume you have a surplus of 5 food and 3 cities, which lack it. They would get the food needed due to internal (automatic distribution).
In case you would have 3 surplus and 5 cities running short (which by the way, could then only be caused by military actions or other forms of loosing territory, thus reducing MM further), the cities with the highest impact of having a shortage would get it (under the assumption that starving causes unhappiness - again, this is a concept which currently is missing in the game).
Easy to calculate, and no need for micro-management at all.
The pre-requisite for distribution would be a road or ship or air connection, obviously.
3) This would make for more accurate city placing. You could have the farm areas, and the industrial areas as well. Cities like New York, Tokyo, Paris, Berlin completely are dependant on food coming from outside of their city limits.
There would be less benefit of concepts like OCP as well, thus lowering the "exploitive" factors.
So, this in turn would mean much more realism in the game.
4) It doesn't seem so complicated to make the AI identify bonus ressources. A tile with wheat or any other bonus ressource is easily to identify for both, the human player and the AI.
The AI then even could handle modded ressources more easily and wouldn't fail to place the cities in an "optimal" way, anymore.
This would be very easy to understand, it would definetely require less micro-management and I don't see a major difficulty for the programming.
Voila! :goodjob:
Distribution of food could easily been done, given that some concepts would be changed (which would make the whole more realistic, anyway...)
1) Population growth doesn't depend on the absolute food available, anymore. It would depend on the "necessary" food available, though. What does this mean?
Spoken in terms of Civ3, a pophead would reproduce every 10 turns. That means, 10 popheads would reproduce this new pophead every turn - under the assumption, that enough food for 11 pops would be available.
This is realistic, as you don't have more children, just because you have a bigger food store the next block. But more people have more children, causing more population - if both can survive.
2) Any food produced but not consumed in your city, goes to the national "basket" or pool. From there, it will be distributed to cities which lack food. Let's assume you have a surplus of 5 food and 3 cities, which lack it. They would get the food needed due to internal (automatic distribution).
In case you would have 3 surplus and 5 cities running short (which by the way, could then only be caused by military actions or other forms of loosing territory, thus reducing MM further), the cities with the highest impact of having a shortage would get it (under the assumption that starving causes unhappiness - again, this is a concept which currently is missing in the game).
Easy to calculate, and no need for micro-management at all.
The pre-requisite for distribution would be a road or ship or air connection, obviously.
3) This would make for more accurate city placing. You could have the farm areas, and the industrial areas as well. Cities like New York, Tokyo, Paris, Berlin completely are dependant on food coming from outside of their city limits.
There would be less benefit of concepts like OCP as well, thus lowering the "exploitive" factors.
So, this in turn would mean much more realism in the game.
4) It doesn't seem so complicated to make the AI identify bonus ressources. A tile with wheat or any other bonus ressource is easily to identify for both, the human player and the AI.
The AI then even could handle modded ressources more easily and wouldn't fail to place the cities in an "optimal" way, anymore.
This would be very easy to understand, it would definetely require less micro-management and I don't see a major difficulty for the programming.
Voila! :goodjob: