trickofthehand
Prince
- Joined
- Oct 16, 2007
- Messages
- 310
You don't.
This has been one of the most contested issues regarding the 3d tile-less map, and as a firm believer in KISS I think the easiest solution is that simply not control workers. Cities will manage themselves and improve the land around them as they grow. This doesn't mean that you have no measure of control over a city though, this can easily be achieved by assigning priorities. For instance, you could prioritize food over hammers and your people will begin to farm the countryside. Do the opposite and mines and tiny factories begin to spring up.
Notice I didn't say anything about commerce, I don't think a commerce resource is needed in this system. Commerce will instead be based off your total food and hammer production, since after-all what do you trade to gain money in the real world? Food and manufactured goods.
I believe a good solution would be to have commerce be based off a percentage of your food and hammer production. This makes commerce much more pliable and paves the way for better economic mechanics and features. For instance you could direct one city's commerce to another low population city, which would turn into food for the low population city. In this way you could have your heavy industry cities live off the food that your 'farm' cities produce. You're still generating gold because you are gaining taxes off the domestic sales of the food being exchanged by the cities.
Same goes for turning commerce from one city into hammers for another.
So what does the new commerce model do for us? Like mentioned before you can achieve more realistic synergy between cities in your empire by trading hammers and food. You can also trade with foreign cities, therefore making trade much more important aspect of Civ and making Diplomacy much more robust. Trading food and/or hammers with foreign civs suddenly gives you an option OUTSIDE of going to war. Don't want to fight? Simple, develop a strong trade network with other civs and threaten to cripple their economies by cutting them off if they dont' do what you want them to.
Lets look at the nuts and bolts of just how that could happen though:
Your civ occupies the 'bread bowl' of the world and is blessed with massive food production, you begin to export all your excess food to civ A. Civ A's cities grow to larger sizes due to the imported food, however because they are growing off your food they cannot sustain themselves. Civ A displeases you and you hit him with a trade embargo. Within 5 turns all of Civ A's cities have lost 5 population points each. His economy suffers because the extra 5 population per city is no longer producing hammers or commerce, his treasury dips and he can no longer afford maintenance on his large army. The population grows angry over the sudden famine which only compounds the disaster.
The new model helps keep civilizations that start off in poor hammer or food areas still be competitive. Most importantly it adds a much needed trade system that allows for multiple conflict resolutions and paves the way for much improved treaties, alliances and United Nations.
Thoughts?
This has been one of the most contested issues regarding the 3d tile-less map, and as a firm believer in KISS I think the easiest solution is that simply not control workers. Cities will manage themselves and improve the land around them as they grow. This doesn't mean that you have no measure of control over a city though, this can easily be achieved by assigning priorities. For instance, you could prioritize food over hammers and your people will begin to farm the countryside. Do the opposite and mines and tiny factories begin to spring up.
Notice I didn't say anything about commerce, I don't think a commerce resource is needed in this system. Commerce will instead be based off your total food and hammer production, since after-all what do you trade to gain money in the real world? Food and manufactured goods.
I believe a good solution would be to have commerce be based off a percentage of your food and hammer production. This makes commerce much more pliable and paves the way for better economic mechanics and features. For instance you could direct one city's commerce to another low population city, which would turn into food for the low population city. In this way you could have your heavy industry cities live off the food that your 'farm' cities produce. You're still generating gold because you are gaining taxes off the domestic sales of the food being exchanged by the cities.
Same goes for turning commerce from one city into hammers for another.
So what does the new commerce model do for us? Like mentioned before you can achieve more realistic synergy between cities in your empire by trading hammers and food. You can also trade with foreign cities, therefore making trade much more important aspect of Civ and making Diplomacy much more robust. Trading food and/or hammers with foreign civs suddenly gives you an option OUTSIDE of going to war. Don't want to fight? Simple, develop a strong trade network with other civs and threaten to cripple their economies by cutting them off if they dont' do what you want them to.
Lets look at the nuts and bolts of just how that could happen though:
Your civ occupies the 'bread bowl' of the world and is blessed with massive food production, you begin to export all your excess food to civ A. Civ A's cities grow to larger sizes due to the imported food, however because they are growing off your food they cannot sustain themselves. Civ A displeases you and you hit him with a trade embargo. Within 5 turns all of Civ A's cities have lost 5 population points each. His economy suffers because the extra 5 population per city is no longer producing hammers or commerce, his treasury dips and he can no longer afford maintenance on his large army. The population grows angry over the sudden famine which only compounds the disaster.
The new model helps keep civilizations that start off in poor hammer or food areas still be competitive. Most importantly it adds a much needed trade system that allows for multiple conflict resolutions and paves the way for much improved treaties, alliances and United Nations.
Thoughts?