![]() |
| General | Hosted Sites | CivRev | Colonization | Civilization IV | Civilization III | Civilization II | Civilization | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#1 |
|
King
Join Date: Sep 2004
Location: lumpland
Posts: 608
|
Who else hates the unholy trinity of hammers, coins and food?
I love civ, but I find these aspects of it's economic model very unsatisfying:
I much prefer Sid Meier's Colonization's model:
The only thing I don't like about Colonization's system is that it relies on an off-stage market (Europe) to make sense. I would prefer it if all wealth were accounted for in the form of resources and goods I get to see being moved about. A market with a magic unaccounted-for supply of money is almost as disappointing to me as the magic coins which currently grows from the land. So anyway, I was curious as to whether anyone else feels the same and is similarly afflicted with tantalizing visions of an entirely resource/goods-based economic model?
__________________
Too many good ideas are buried in unreadably convoluted ten-page-long threads There is a better way Last edited by lumpthing; Oct 21, 2009 at 09:49 PM. |
|
|
|
|
|
#2 | |
|
Warlord
Join Date: Apr 2009
Location: Mother Russia
Posts: 215
|
Quote:
resource/goods based economy with internal and external demand, trade routes like the Silk Route is cool, but can such system be made simple enough to be fun and complicated enough to not feel like the unholy trinity and yet to have the player be in control of things? ![]() introducing things that are out of control of the player, like some "private sector" and/or internal demand managed by the computer (or you expect players to manage every city if they have 30 or more of them?) is not fun primary because the computer control tends to do stupid things or not what the player wants to be done. P.S. Master of Orion 3 is a great example of what i am talking about
__________________
Those who expect nothing, shall never be disappointed Last edited by Hail; Oct 08, 2009 at 01:36 PM. |
|
|
|
|
|
|
#3 |
|
King
Join Date: Sep 2004
Location: lumpland
Posts: 608
|
Well I think the SM's Colonization economic model is simple and fun, a lot more fun for me than Civ's model. The problem is when your empire gets big and it turns into micro-management, but I find that is a problem for Civ too. That's certainly something else that could be improved.
Age of Empires, Settlers are Caesar are three other extremely fun and successful games that have entirely resource-based economies. That's a big part of what makes them fun for me. I agree with you that an AI-controlled private sector would be a bad idea. That's not what I'm looking for.
__________________
Too many good ideas are buried in unreadably convoluted ten-page-long threads There is a better way |
|
|
|
|
|
#4 |
|
A thousand cuts
Join Date: Aug 2005
Location: Melbourne
Posts: 6,114
|
__________________
"In a real dark night of the soul, it is always three o'clock in the morning, day after day." - F. Scott Fitzgerald" Cure Cancer with Team CFC DRAW Your Own Story - Plans Within Plans The Day They Closed Off-Topic 1001 Easy Lunch Recipes Political Compass - Economic Left/Right: -6.25, Social Libertarian/Authoritarian: -5.85 |
|
|
|
|
|
#5 | |||
|
Emperor
Join Date: Oct 2007
Posts: 1,268
|
Quote:
Quote:
Quote:
200 cities is a big game where having to manage everything every turn is a bit of a drag, 30 cities ? Is barely an empire worth having. |
|||
|
|
|
|
|
#6 | |
|
Warlord
Join Date: Apr 2009
Location: Mother Russia
Posts: 215
|
some traditions are good and should not be deviated from
is civ2 city's trade demands where randomly chosen, could change over time, and vaguely depended on the age or tech progress. as i recall some tech makes "Oil" a resource and some makes "Uranium" a resource. other than that, it was all random. Quote:
__________________
Those who expect nothing, shall never be disappointed |
|
|
|
|
|
|
#7 |
|
Emperor
Join Date: Jul 2002
Location: Japan
Posts: 1,110
|
Yields can be mostly rationalized. Remember, coins only occur where there are citizens working the land. That is those citizens making (or earning through services) trade goods that are good for export, not necessarily for feeding population or improving the material culture with durable goods such as buidlings and the equipped institutins they represent (that tend to be made of local materials anyway). Food tends to spoil, and until modern times you had to have productive farms nearby to have a big city, except that especially good supplies (represented by bonuses) can be traded.
However, with increasing technology, cities are not dependent on local food supplies. Thus in the late game after certain techs, a percentage of money should just convert itself to food in each city, depending on civics (you can force the people to NOT spend money on imported food). Taking the place of local food should be a new yield, Power.
__________________
VR |
|
|
|
|
|
#8 |
|
Engineer and Historian
|
Yeah, I'm fairly certain rysmiel is actually a cyborg.
That's how he can keep track of all his stuff.The "unholy trinity", as it's called, isn't a bad model early on. If we think about it, we can trade major luxuries with other players, simulating major trade routes. However, food was largely grown and consumed on a more local level. Where this breaks down is during the Industrial to Modern period. Somebody put together a decent mod where trade routes (connecting cities) would also give bonus food and production, simulating the exchange both within your economy and outside (different techs could give bonuses, so after Refrigeration food yield is increased from trade routes, etc.). I think it was Vanilla/Warlords, though, so unless you have an old CD lying around, you might be out of luck.
__________________
Check out the AEP (Antilogic Events Pack) for BtS here! |
|
|
|
|
|
#9 |
|
Emperor
Join Date: Aug 2003
Posts: 1,568
|
I think that trade like it is nowadays in Civ series is a good representation of average internal trade. It allows to win money (by the state or the civ) out from internal commerce. the only thing i feel is deceiving is the way trade routes between cities are managed. They should be selectable by the player, and put into emphasis in order to the player to actually take it into account. (like an advisor to pop up when your first trade route is possible)
Where I feel a little disturbed is when it comes to food and production. Babies do not born in the cabbages, therefore population should stop to grow with the amount of food there is in a granary. That should be more based on a fertility rate, based on several things like happiness, particular "golden ages" (baby boom - maybe after a war), and civics allowing to give some benefit to big families. The food should interact only with existing population. For example, 2 foods should be needed for good citizen support, but only 1 food should suffice, at the difference that it would affect the mortility rate. As to production, I feel it highly unrealistic: people do not build things out of the land. They are gathering ressouces out the land, but do not build things out of it. Therefore, hammers should be obtainable only with specialists. I always tought specialsts where so optional, that would be an occasion to make them essential. Maybe the return of shields, that would exist belong hammers. Shields would be the ressouce got out of land working, and hammers the effective specialized output of specialists, that require food but can't work it. |
|
|
|
|
|
#10 | |
|
Emperor
Join Date: Oct 2007
Posts: 1,268
|
Quote:
rysmiel is by profession a designer of large-scale web databases and also has been a designer and implementer of whole-factory-floor software suites, and hence is used to managing large quantities of information in detail and quite enjoys it. (Also to using the third person.) |
|
|
|
|
|
|
#12 |
|
Warlord
Join Date: Jun 2007
Posts: 246
|
i think wimsey's economics model is a good method of making the economy manageable while creating a realistic economy
|
|
|
|
|
|
#13 |
|
King
Join Date: Sep 2004
Location: lumpland
Posts: 608
|
who is this mysterious wimsey and what is his or her (
) economic model?
__________________
Too many good ideas are buried in unreadably convoluted ten-page-long threads There is a better way |
|
|
|
|
|
#14 |
|
FfH2 Player
Join Date: Mar 2006
Location: Bruma, Cyrodiil
Posts: 3,909
|
food/commerce can be done, it's in a modmod called Fall Further and is done by a civic, Vehem and Xienwolf are the people you want to talk to for that
__________________
Any society that would give up a little liberty to gain a little security will deserve neither and lose both." - Benjamin Franklin Economic Left/Right: -3.62 Social Libertarian/Authoritarian: -3.90 "Death beats life anywhere, anytime. But you only have one life, so you should take it to its fullest anyways. Death is better, but life has variation. You can just as well try things out before you're given eternal peace." |
|
|
|
|
|
#15 |
|
Emperor
Join Date: Oct 2007
Posts: 1,268
|
|
|
|
|
|
|
#16 | |
|
Warlord
Join Date: Jul 2007
Location: Norway
Posts: 104
|
Quote:
My economic model is around here somewhere. I actually think it's too complicated for a good game now, but there are definitely some interesting bits in there given some modification and simplification. At least it shows something of how difficult it is to make an economic model that mimics real life to a certain point and is neither micromanagish or chaotic. (I think my model leans towards the latter). I think food/commerce/production is getting a little old, 4 games already, and could give way to something closer to realism. It was a great idea in 1991, but I guess both computers and players have increased their capasity since then. Especially production is a little weird, since it seems to represent both manpower (as in citizens and engineers) or materials (from a mine). Last edited by Wimsey; Oct 21, 2009 at 10:13 AM. |
|
|
|
|
|
|
#17 | |
|
King
Join Date: Sep 2004
Location: lumpland
Posts: 608
|
Quote:
I look forward to investigating your economic suggestions when I get the time.
__________________
Too many good ideas are buried in unreadably convoluted ten-page-long threads There is a better way |
|
|
|
|
|
|
#18 |
|
Chieftain
Join Date: Oct 2009
Location: CA
Posts: 63
|
I love it.
|
|
|
|
|
|
#19 | |
|
Warlord
Join Date: Apr 2009
Location: Mother Russia
Posts: 215
|
Quote:
imho food/commerce/production is a fine balance between realism and gameplay.
__________________
Those who expect nothing, shall never be disappointed |
|
|
|
|
|
|
#20 |
|
Prince
Join Date: Jan 2006
Posts: 376
|
My friend and I have pondered this for some time, and tried to think up a system that would more reflect the real world. Our first thought was this:
"In Civ, city growth is dependent solely on the production of food in that city, however there are many cases of small agricultural towns that export food, and of large cities that spring up along trade routes in the desert." How would we model this? We came up with an idea of population growth being based on the economic conditions of the city, rather than simply its food supply. Wealthy cities have citizens who are better off and more able to support their families but, more importantly, they attract immigrants. Of course, then we ran into the fundamental question of economics: What is wealth? ![]() We decided that there should be cities more in the style of colonization where cities would work the land around them (to varying degrees of efficiency) to produce food and other goods the population needs. Small cities would be fairly self-sufficient, but as time went on, the restrictions of the land around them would force cities to specialize in certain areas and import what they could not make for themselves. Goods would then flow along trade routes between cities, and cities through which many trade routes ran would be able to take a small cut of the money of each one (supplying caravans, buying at low prices & selling at high prices, etc.) and so accrue wealth from trade. This was the basic idea, and as we looked into it further, what we realized we were going for was more of an economic simulation than a civilization game. Like maybe "Sim Economy", or "Adam Smith's Civilization", or something.
__________________
Said Gladstone to Disraeli: "I predict sir, that you shall either die by the hangmans noose, or from some loathesome disease." Disraeli replied: "That all depends sir, on whether I embrace your principles or your mistress." |
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| HELP! Food is being used as hammers | Tsavo | Civ4 - Strategy & Tips | 5 | Dec 14, 2008 05:13 PM |
| Resource Icons (hammers, coins, ..)Always On | CautiousChaos | Civ4 - Bug Reports | 2 | Aug 17, 2006 09:23 AM |
| Coins, Moneybags, Hammers and Bread | civhawaii | Civ4 - Strategy & Tips | 3 | Mar 10, 2006 12:59 PM |
| Food turns into hammers? | arict | Civ4 - General Discussions | 2 | Dec 04, 2005 03:15 PM |
| food converts to hammers | kogle | Civ4 - General Discussions | 1 | Nov 05, 2005 12:20 PM |