Commerce

plastiqe

Grinch
Joined
Oct 5, 2004
Messages
597
Location
Canada, eh
Com·merce
1 : social intercourse : interchange of ideas, opinions, or sentiments
2 : the exchange or buying and selling of commodities on a large scale involving transportation from place to place
3 : little stacks of gold coins generated from tiles in Civilization

As it is now, tiles generate your base commerce. Roads, rivers, The Colossus, a republic or democracy, tourist attractions and commercial docks increase commerce. This is then used to generate taxes, research technology or improve happiness with luxuries.

I agree with the UET changing the base commerce so that it is no longer generated by tiles. I would instead have the base commerce be generated by city size. This makes sense as commerce would come from the "downtown" core of the city and not surrounding fields and hills.

The larger the city, the more commerce it generates. So as your city goes up in population, it generates more commerce just because of its size. Bonus resources still generate commerce if they are within the city radius, but do not require a person working the tile. The only thing the population working on a tile does is generate food and shields.

The following would add to the base commerce generated by your city.
  • cities built along coasts and/or rivers
  • resources and luxuries within the city radius
  • commerce improvements and wonders
  • some governments
  • the amount of other cities connected by road and rail
  • tourism
  • trade routes and caravans
  • the location of a canal within the city radius
Perhaps to unlock the coastal and river bonuses you would need a harbor, and some bonus resources wouldn't appear until you had researched the proper tech. Corruption would work pretty much the same and some governments would have a negative effect on commerce.

Overall it isn't that big of a change, but it would make roading and railing every tile unnecissary and the largest cities in the world would the most commerce.
 
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