Trading Food

Ball Lightning

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Tis was a idea that was sort of developed in civ2 then got thrown out in civ3, why can't you sent or trade food with a city in hilly area, or sending food away from a city overgrowing.

This could also be used with opponents, you could trade food for techs or gold, or give it for free and get bonuses on relations, this can also be used to stop huge cities with food ploblems getting worse.
 
I think that food should be automatically transfered from cities with a surplus to cities with a lack of it, in such quantities that the former would still grow and the latter would maintain their population or grow extremely slowly. Some food could be lost in the process.
In reality I don't think that any city produces enough food for itself, even from nearby farmland. Food is exported from producing areas to the cities.
I don't really like caravans (micromanagement), but maybe they could be used to help cities grow. Keeping the cities supplied should be automatic.
 
hs1611 said:
In reality I don't think that any city produces enough food for itself, even from nearby farmland. Food is exported from producing areas to the cities.

If no city is self-sufficient, where does the imported surplus come from?
 
Rome was only able to maintain its huge population (during the Roman Empire anyways) because of imports of food (especially grain from Egypt). The importance of Egypt as the source of grain for the city of Rome had huge political and military consequences. Why else do you think Octavion was so angry at Cleopatra and Marc Antony for trying to make Egypt independent? It would've starved Rome.

Thus, implementing the trade of food would be awesome. I gotta get me one of them mods.
 
Good idea. Not only food, every kind of resources should be

tradable regard both variety and QUANTITY. Mideast

countries rarely have any resource except oil, but that's

surely enough for them to be rich.
 
Mewtarthio said:
If no city is self-sufficient, where does the imported surplus come from?
What I mean is that, in real life, cities are not self-sufficient regarding to food. Food is brought to the cities from agricultural regions, not necessarily next to the city (2 squares ;) ), which, normally, are more sparsely populated than the cities. Therefore, the most food is in areas with the less population, in CIV4 the opposite applies, more food = more population.
In real life there is also the transformation/manufacture of food products to consider, but that would just complicate things in CIV4 and lead to more micromanagement.
 
This is how I think it should work:
Let's say that City A and City B produce 100 food units each, but only need 80 food units to maintain its population, getting a surplus of 20 food units each.
50% of the food surplus would be removed, maybe to a Central Wharehouse or Great Granary (could exist from the beggining, after achieving certain conditions like X number of cities or tech Y researched, or could be a National Wonder) leaving 10 food units for growth in each city.
The other 20 food units would then be distributed to cities that don't produce enough (Cities C & D) in such quantities that they would not lose population but they would not grow either. Let's say 12 food units was thus distributed, which leaves 8 food units.
This remaining food would then be distributed equally to all cities, 2 food units to each. This would ensure that all cities would still grow, but cities C & D would grow slowly. This would make a city with good production squares or Bonuses on their radius but few food squares viable, allowing the existence of cities focusing only on production (Wonders, military units, etc...). It would also enable the construction of cities in choke points, those cities could be used like military bases protecting your borders or stoping rivals from expanding in that area.
In alternative the 8 remaining food units could go back to the original surplus cities, A & B, or it could stay in the Wharehouse against a time of need, trading it for a Gold Bonus after a certain amount, or to be used for trade with other nations. In this case population growth of the Production Cities could then be enabled by the use of Caravans or something like that (food for the caravans could be taken from the Central Wharehouse). Caravans would not need to be specific units built in cities, you could have a certain amount of Caravans to use per turn.
I'm no modder though or I would try to do something of it. Unfortunately I have no such skills.
 
Ball Lightning said:
Tis was a idea that was sort of developed in civ2 then got thrown out in civ3, why can't you sent or trade food with a city in hilly area, or sending food away from a city overgrowing.

This could also be used with opponents, you could trade food for techs or gold, or give it for free and get bonuses on relations, this can also be used to stop huge cities with food ploblems getting worse.

BANANA REPUBLICS!!! Would give players a way to win if they start on a small horsehockey island with no ressources.
 
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