Diversity

epicivfreak

Prince
Joined
Apr 23, 2010
Messages
389
Location
USA
For Science
As an alternative to the current method of generating science (note that this doesn't necessarily come anywhere close to current values of science output and will thus require reworking of tech costs)...

For purposes of land diversity each unique combination of land-form (plain, hill, mountain), cover (desert, forest, jungle, tundra), river access (yes/no), coastal (yes/no) is counted within a city's borders. This number is added to the population of the city and is the base science output which then gets modified by the usual culprits.

The goal is to reduce the emphasis on land and population hoarding in the game. With this method, it might be that a size 5 city will produce more science than a size 20 city, if that smaller city is diverse enough, though it's not a guarantee, of course.

Additional Thoughts:
-If we had population ethnicity like in civ3, then the calculation could be land diversity*population diversity (each different ethnicity) and then add the city size
-If we had religion, that should be added to the mix as well

For Culture
Diversity should modify culture as well. You could take the same basic diversity score calculated above (unique tiles only) multiplied by 5 (just a guess) and use that as a percentage boost to culture output.

Additional Thoughts:
-If we had population ethnicity like in civ3, then the calculation could be land diversity + population diversity (each different ethnicity) as a culture multiplier
-If we had religion, that should be added to the mix as well
 
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