I have lately been thinking about a system for making resources, food inparticular, flow naturally to cities where they are most in demand. Mxzs' economic model http://forums.civfanatics.com/showthread.php?t=227872
is loosely the basis for this.
Instead of a citizen working a tile, let's say each citizen produces an amount of workforce, for example 5,00. Resources from tiles can be aquired by spending workforce, and the amount depends on terrain, which resource and improvements. Getting a from a flood plain could cost 2,00, or 4,00 from a plain. For the purposes of this post the can freely be turned into (this is not how I imagine it to turn out, but that's for a later post to explain if ever)
Now I want to give each hex (Yes, hex. I believe a hexagonal grid is needed for this idea to work properly. And incidentally, it looks and feels much better) a "transport cost", for example:
River: 0,05
Coast: 0,06
Road: 0,15
Land (Unimproved): 0,50
As a resource is transported, their transport cost is expended from the workforce of the buying city. I'll explain with an example:
In populous yet hilly Rome, 1 is worth 4,00. In fertile Alexandria the same 1 is worth 2,00:strenght:. Rome is 15 coast hexes away from Alexandria so the total cost of buying the is
2,00 + 15 * 0,06 = 2,90
This is cheaper than local food, so Rome will import grain from Alexandria.
If this had been a roaded land route the total cost would have been
2,00 + 15 * 0,15 = 4,25
and no deal.
Since I think trade should be positive for both cities, they should share the gain equally:
The in-between of 2,90 and 4,00 is 1,10.
So Rome pays Alexandria 2,55 (2,00 + 1,10 / 2)...
Alexandria expends 2,00 to farm the...
Rome expends 0,90 (15 * 0,06) to bring the home...
Alexandria has now earned 0,55 from the transaction, and Rome has saved 0,55 compared to what the local food costs.
Note that the Roman citizen doesn't go to Alexandria to farm himself, he pays Alexandria 2,00 to make an Egyptian do it. Alexandria can then use the gold it has earned to buy resources of their own, for example Italian wine..
This trade model leads to the possibility of having large cities in arid areas, breadbasket cities to supply your empire, and cities that get rich from selling goods. Yet it limits the trade early on, as the transport costs will be very high initially, and then get significantly cheaper as you advance technologically. It also makes city placement more strategic, as rivers and oceans will be the be mode of transport at least until railroads. And you have to protect these routes from barbarians and enemies.
I also believe this transport cost model could be a way of getting rid of the fat cross once and for all...
I have expanded this trade model significantly in my head (luxury resources, army supply, intermediate traders reaping off the rewards), but I'll outline the basic idea first to see if there's any positive response
is loosely the basis for this.
Instead of a citizen working a tile, let's say each citizen produces an amount of workforce, for example 5,00. Resources from tiles can be aquired by spending workforce, and the amount depends on terrain, which resource and improvements. Getting a from a flood plain could cost 2,00, or 4,00 from a plain. For the purposes of this post the can freely be turned into (this is not how I imagine it to turn out, but that's for a later post to explain if ever)
Now I want to give each hex (Yes, hex. I believe a hexagonal grid is needed for this idea to work properly. And incidentally, it looks and feels much better) a "transport cost", for example:
River: 0,05
Coast: 0,06
Road: 0,15
Land (Unimproved): 0,50
As a resource is transported, their transport cost is expended from the workforce of the buying city. I'll explain with an example:
In populous yet hilly Rome, 1 is worth 4,00. In fertile Alexandria the same 1 is worth 2,00:strenght:. Rome is 15 coast hexes away from Alexandria so the total cost of buying the is
2,00 + 15 * 0,06 = 2,90
This is cheaper than local food, so Rome will import grain from Alexandria.
If this had been a roaded land route the total cost would have been
2,00 + 15 * 0,15 = 4,25
and no deal.
Since I think trade should be positive for both cities, they should share the gain equally:
The in-between of 2,90 and 4,00 is 1,10.
So Rome pays Alexandria 2,55 (2,00 + 1,10 / 2)...
Alexandria expends 2,00 to farm the...
Rome expends 0,90 (15 * 0,06) to bring the home...
Alexandria has now earned 0,55 from the transaction, and Rome has saved 0,55 compared to what the local food costs.
Note that the Roman citizen doesn't go to Alexandria to farm himself, he pays Alexandria 2,00 to make an Egyptian do it. Alexandria can then use the gold it has earned to buy resources of their own, for example Italian wine..
This trade model leads to the possibility of having large cities in arid areas, breadbasket cities to supply your empire, and cities that get rich from selling goods. Yet it limits the trade early on, as the transport costs will be very high initially, and then get significantly cheaper as you advance technologically. It also makes city placement more strategic, as rivers and oceans will be the be mode of transport at least until railroads. And you have to protect these routes from barbarians and enemies.
I also believe this transport cost model could be a way of getting rid of the fat cross once and for all...
I have expanded this trade model significantly in my head (luxury resources, army supply, intermediate traders reaping off the rewards), but I'll outline the basic idea first to see if there's any positive response