New Trade System; Luxes work like Strat Resources

Gucumatz

JS, secretly Rod Serling
Joined
Dec 11, 2011
Messages
6,181
So I was reading in the 2k Forums and found someone who made a great suggestion of how to make trade more dynamic.

In a fairly simple manner, make it so that lux spots give a certain amount of a lux just like strat resources (2-12, or whatever) and each city you have uses one of the lux and you can choose which city you want to give a lux too. This was more a suggestion for local happiness though, but I think it would be a great idea for Civ 6.

This way lux trading becomes much more interesting and adds another layer of diplomacy, and especially in multiplayer.
 
I have suggested this for health. Then bonus resources (which do nothing now) could come in quantities and you can distribute them among your cities to give them health. If a city has more population than it has health this will lead to unhappiness and production reduction.

Besides bonus resources there's also terrain and buildings to get health (like rivers and hospitals).

This would give bonus resources a use, add a local growth limit (with only a global limit now) and it doesn't conflict with any of the current mechanics.
 
Amount of luxuries used should depend upon population rather than no. of cities. To compensate for tall empires we could introduce colonies or something similar to claim unowned luxuries.
 
I have suggested this for health. Then bonus resources (which do nothing now) could come in quantities and you can distribute them among your cities to give them health. If a city has more population than it has health this will lead to unhappiness and production reduction.

Besides bonus resources there's also terrain and buildings to get health (like rivers and hospitals).

This would give bonus resources a use, add a local growth limit (with only a global limit now) and it doesn't conflict with any of the current mechanics.


Excellent idea! :goodjob:

If the 2nd expansion pack ever comes - city health with pollution and such, accompanied with new social policies; Environmentalism and Industrialism, would really add a new exciting layer to the game.
 
Excellent idea! :goodjob:

If the 2nd expansion pack ever comes - city health with pollution and such, accompanied with new social policies; Environmentalism and Industrialism, would really add a new exciting layer to the game.

Indeed! Second expansion = Health & Trade please!
 
Indeed! Second expansion = Health & Trade please!

*If* there will be a second expansion (I was sure about the first one, but I'm not so much about a second one), this theme would be awesome! Indeed, I'm currently very busy gathering proposals and thinking about some interesting concepts.

Your health concept, CYZ, definitely will be part of it! We had such an interesting discussion about it. Even if we disagreed about some minor details, I think we came to an interesting solution.

So, even if I'll spoiler my planned (but maybe never to come) post, I want to share the following picture with you. Here, I tried to find a functional solution for a national trade/health screen:

Health.jpg


The concept behind it:
- Each city has a base maximal population of 6 citizen.
- Each different bonus resource will grant an additional +2 max. population.
(-> dark, filled circles in the picture; resource can *not* be changed.)
- If a city has more than one bonus resource of one type, this goes to a national pool.
(-> upper line in the picture, labeled as "Available"; Please be aware: it is *not* necessary/planned to have quantified bonus resources in my concept!)
- These bonus resources can be traded with other civilizations for money or other resources OR
- can be assigned to cities in the own empire (and will be subtracted in the upper line, of course)
(-> white, empty circles. Cities with filled circles receive a resource.)
- Other factors that may raise maximal city size by +2 are:
* fresh water
* buildings: aqueduct, sewer (new), hospital
* maybe a national wonder

So, cities with *all* bonus resources may grow to size 18. With fresh water and all buildings it will be 28 and with the national wonder 30 (or even more).

What if the actual limit of health is reached?
Cities will *not* stop growing immediately, but every citizen beyond the limit will consume one or two additional food. In consequence, city growth will slow down first, but come to a stop later. This point of stagnation can be pushed by heavily investing in food production, though.
(-> red numbers at the right side.)
 
Looks really good and exciting ideas Deggial :goodjob:
I hope you'll get it done and looking forward for the outcome.

- Each city has a base maximal population of 6 citizen.

At least this system worked in SMAC. You had to build Hab Complex to increases the population limit of the base by seven and Habitation Dome allows your base to grow beyond 14. (You need Hab Complex first.)

Then there could be new unique abilities for new Civs, which could have raised max. base population limit and such. :)

- Each different bonus resource will grant an additional +2 max. population. * fresh water

Also very good idea.
 
Wow, that looks truly amazing. It's awesome!

It would work perfectly that way but I think we'll certainly need more types of bonus resources. I think a lack of bonus resources will become a big problem otherwise. It's also just more fun to have more bonus resources :)

I agree with everything, it's just the penalty for unhealthy cities I'm not so sure about. It seems very much like the unhappiness penalty. It makes sense ofcourse for unhealthiness to lead to population decline, and it also makes sense for unhappiness to lead to population decline. Still, I've got a bit of an out-of-the-box idea to seperate the two.


Disease

Let's keep the unhappiness penalty for what it is. But when unhealthy, cities don't have any direct penalties. Instead, there is the risk of a disease being created. This will be based on chance and depend on the amount of unhealthiness. (for example, if you're 1 health short it's 1% per turn, if you're 10 health short it's 10% per turn, etc.)

When a disease starts in a city it will cause that city to lose 1 population per turn (simmiliar to being razed, without the anarchy). The disease has a chance to spread to other cities within 10 tiles (like religion), this chance is based on the health of that city (for example +10 health, 0% chance. +5 health, 12,5 %. 0 health, 25%. -5 health, 50%. -10 health, 75%. -15 health, 100%.)

A disease in a city also has a chance to end ofcourse, this also depends on health. For now I used the spread chance and inverted the formula. (for example +10 health, 100% chance. +5 health, 75 %. 0 health, 50%. -10 health, 25%. -20 health, 0%.)

So what you get is simple. Being unhealthy has no direct penalty, however you run the (fairly small) risk of a disease starting. A disease will cost you alot of population, and can be a huge hit for your empire. It will spread to other cities overtime, especially unhealthy ones. But it will end at some point, also based on healthiness (or a city running outof population and being razed, which'd be extremely rare).

Basicly, taking the risk of going into negative health may be tempting, the chance of a disease starting is only small. But when a disease has already broken out near you, you will want all the health you can get to keep it away from your cities, or at least get it out of your cities faster. There might also be diplomatic effects (''a disease broke out in your empire'' or ''a disease in your empire spread to my empire'').

Obviously, diseases can do huge damage to unhealthy empires, and it certainly can be triggered on purpose to spread it to other empires (though that tactic is costly and easy to counter with bonus resources).


PS: although I wasn't convinded of a first expansion being made, I am convinced a second expansion involving bonus resources and health is planned or has been planned at some point. Bonus resources seem to be begging to be used for such a purpose.
 
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