I think this is possible now, actually I thought it was possible before SDK and all that, but that's beside the point.
I should tell people I have no idea how to translate this into actual code, I'm just brainstorming.
Hokay.
This is the Earth portrayed now:
Luxuries give flat 1 happiness bonus. Personally, I think this is ridiculous as it completely discounts the most basic economic theory of supply and demand and assumes that things are still as wanted even when everyone has them, which isn't true in my experience.
The Solution?
Variable happiness bonuses for resources.
More definitively. (NOTE: This is as a whole, not per source)
# of a type of luxury: Happiness Provided:
1 : 1
2 : 2
3 : 3
4 : 3
5 : 2
6 : 2
7 : 1
8 : 1
9 : 0 (Yes, 0 zillch none nada)
(I doubt anyone is going to get more than 9, but after this it cant go down anymore)
(Also, a toggle could probably be made to make 9 and above still give at least 1 happiness)
Rational:
When you only have one supply, everyone wants it, so it makes people really happy, but very few people can have it, just the aristocracy. Once you have two, more people can have it, but its still got its allure and there are still people who don't, so the rich still want it to prove they're better. Same thing with three resources and by four its just barely saturated the market so that almost everyone has one, but they're still rare enough that people still want them. However, once you have five sources, the product begins to 'super saturate' the market, and it begins to lose its value, slowly and steadily devaluing until you hit NINE sources, at which point the luxury is so common, its as if it really does grow on a tree, and it loses all of its appeal. People don't care about having a cool nifty beverage if everyone has one too. Its why Cell Phones are no longer considered a status symbol, same thing with cars, the sheer fact of owning one that is, I would also like to put more emphasis on 'imported' luxuries, explained later.
What this would do. It would encourage trade first of all, but it would also encourage consolidation. You would want to achieve that level of 3-4 sources as that is the 'optimum saturation point' If the AI could recognize this, which since it generally just looks at flat bonuses, or so Ive heard, it might without any work at the AI itself. It also makes things more realistic in my opinion and adds a bit of depth to the resource system, as right now its just sort of oh, I have resource X, cool And after that no other thought is given to them. It seems to me that all people ever care about accumulating additional sources are for trade, as they seem to carry more weight.
Now, about imported resources. Since you can never import more than one source of a resource, or so It seems to me, I feel imported resources should automatically be given two happiness to represent the ooh exotic thing that happens.
An Unintended Side effect is it would limit growth through conquest. My reasoning for this, is that as ones empire grew, one would naturally amass more and more sources of a particular resource. However as one took lands from others they would naturally offend many many people, and eventually these people would not want to trade with you or even speak with you. Thus the only way to get rid of your excess resources would be to pillage your own source to prevent super saturation, but that would also harm the city near that source and effectively limit your growth, especially once you started wiping nations out, as even when people wont trade with you they will still accept gifts
Well, those are my Ideas, what do others think? And more importantly does anyone have any idea how to implement this. I honestly think you could achieve it with XML and it might not even need any AI manipulating, But I don't know for sure as my only experience with XML coding in cIV is lowering the minimum city distance to 0 so I could put a city right next to another city.
I should tell people I have no idea how to translate this into actual code, I'm just brainstorming.
Hokay.
This is the Earth portrayed now:
Luxuries give flat 1 happiness bonus. Personally, I think this is ridiculous as it completely discounts the most basic economic theory of supply and demand and assumes that things are still as wanted even when everyone has them, which isn't true in my experience.
The Solution?
Variable happiness bonuses for resources.
More definitively. (NOTE: This is as a whole, not per source)
# of a type of luxury: Happiness Provided:
1 : 1
2 : 2
3 : 3
4 : 3
5 : 2
6 : 2
7 : 1
8 : 1
9 : 0 (Yes, 0 zillch none nada)
(I doubt anyone is going to get more than 9, but after this it cant go down anymore)
(Also, a toggle could probably be made to make 9 and above still give at least 1 happiness)
Rational:
When you only have one supply, everyone wants it, so it makes people really happy, but very few people can have it, just the aristocracy. Once you have two, more people can have it, but its still got its allure and there are still people who don't, so the rich still want it to prove they're better. Same thing with three resources and by four its just barely saturated the market so that almost everyone has one, but they're still rare enough that people still want them. However, once you have five sources, the product begins to 'super saturate' the market, and it begins to lose its value, slowly and steadily devaluing until you hit NINE sources, at which point the luxury is so common, its as if it really does grow on a tree, and it loses all of its appeal. People don't care about having a cool nifty beverage if everyone has one too. Its why Cell Phones are no longer considered a status symbol, same thing with cars, the sheer fact of owning one that is, I would also like to put more emphasis on 'imported' luxuries, explained later.
What this would do. It would encourage trade first of all, but it would also encourage consolidation. You would want to achieve that level of 3-4 sources as that is the 'optimum saturation point' If the AI could recognize this, which since it generally just looks at flat bonuses, or so Ive heard, it might without any work at the AI itself. It also makes things more realistic in my opinion and adds a bit of depth to the resource system, as right now its just sort of oh, I have resource X, cool And after that no other thought is given to them. It seems to me that all people ever care about accumulating additional sources are for trade, as they seem to carry more weight.
Now, about imported resources. Since you can never import more than one source of a resource, or so It seems to me, I feel imported resources should automatically be given two happiness to represent the ooh exotic thing that happens.
An Unintended Side effect is it would limit growth through conquest. My reasoning for this, is that as ones empire grew, one would naturally amass more and more sources of a particular resource. However as one took lands from others they would naturally offend many many people, and eventually these people would not want to trade with you or even speak with you. Thus the only way to get rid of your excess resources would be to pillage your own source to prevent super saturation, but that would also harm the city near that source and effectively limit your growth, especially once you started wiping nations out, as even when people wont trade with you they will still accept gifts
Well, those are my Ideas, what do others think? And more importantly does anyone have any idea how to implement this. I honestly think you could achieve it with XML and it might not even need any AI manipulating, But I don't know for sure as my only experience with XML coding in cIV is lowering the minimum city distance to 0 so I could put a city right next to another city.