Evie
Pronounced like Eevee
Here's the first of (hopefully) many ideas I came up with for Civilization IV, to increase historical realism *without* sacrificing the easy to manage gameplay of the older versions.
First, rename Trade to Wealth. It would then represent all ressources found around your city that are not essential for survival (ie food).
Second, remove shields entirely. Instead, make production another aspect of wealth, controlled by the slider bars. The higher you set the production rate, the more of your ressources and wealth (and workforce) are devoted to building your city improvements or units, and conversedly the less trade they generate for you to tax, and the less wealth they generate for themselves (luxury).
Of course, as a result, such things as mines would increase wealth instad of shields. This is only sensible - having mines around your towns doesn't necessarily mean you'll build your library faster. It does mean your town will be wealthier than one with nothing but the barest minimums for survival, though.
Then, to complete the change and leave wealth/trade having only three aspects (luxury, taxes, production in the new model, luxury, taxes and science in the old), science would be made its own separate ressource.
After all the man who invented the wheel most likely came up with a brilliant idea while working the field (and the same can be said of many inventions all the way to the modern age) ; he wasn't a paid employee of the state in any way, form and shape. Even Henry Ford and his friends weren't paid to discover Mass Production - they did it on their own.
As a result, I recomend making Science its own separate "basic ressource". You could then introduce the concept that researchign certain technology causes certain tiles to generate more science. (IE, water tiles generate +1 science while you are researching navigation for example).
Of course, you would then be able to use money you make from your taxes to subsidize research or production, paying a certain amount of gold to buy a proportional amount of production or science. You woudln't have to buy *all* the missing production or science to complete the research or city improvements.
As I said, just an idea that crossed my mind. I think it keeps the simplicity of the Civilization system - after all, it's basically the same as we've always had - but at the same time, it far better capture how things tend to work in regard for the economy - an economy that's focused on building for the government won't generate much wealth or trade after all.
First, rename Trade to Wealth. It would then represent all ressources found around your city that are not essential for survival (ie food).
Second, remove shields entirely. Instead, make production another aspect of wealth, controlled by the slider bars. The higher you set the production rate, the more of your ressources and wealth (and workforce) are devoted to building your city improvements or units, and conversedly the less trade they generate for you to tax, and the less wealth they generate for themselves (luxury).
Of course, as a result, such things as mines would increase wealth instad of shields. This is only sensible - having mines around your towns doesn't necessarily mean you'll build your library faster. It does mean your town will be wealthier than one with nothing but the barest minimums for survival, though.
Then, to complete the change and leave wealth/trade having only three aspects (luxury, taxes, production in the new model, luxury, taxes and science in the old), science would be made its own separate ressource.
After all the man who invented the wheel most likely came up with a brilliant idea while working the field (and the same can be said of many inventions all the way to the modern age) ; he wasn't a paid employee of the state in any way, form and shape. Even Henry Ford and his friends weren't paid to discover Mass Production - they did it on their own.
As a result, I recomend making Science its own separate "basic ressource". You could then introduce the concept that researchign certain technology causes certain tiles to generate more science. (IE, water tiles generate +1 science while you are researching navigation for example).
Of course, you would then be able to use money you make from your taxes to subsidize research or production, paying a certain amount of gold to buy a proportional amount of production or science. You woudln't have to buy *all* the missing production or science to complete the research or city improvements.
As I said, just an idea that crossed my mind. I think it keeps the simplicity of the Civilization system - after all, it's basically the same as we've always had - but at the same time, it far better capture how things tend to work in regard for the economy - an economy that's focused on building for the government won't generate much wealth or trade after all.