Aussie_Lurker
Deity
OK, I have heard much debate about which system is best-a public works budget of CtP 1 and 2, or the workers/engineer system of Civ2 and Civ3. I think that a reasonable compromise can be achieved, though.
Each city produces a number of PW 'points' based on the number of Workers it has, the # of production shields it has, and the % of its wealth that it assigns to PW. It can be further increased by certain techs and improvements. Each turn, the city contributes a % of these PW points to the national pool-the percent being era dependant. This National pool effects the minimum amount of the national budget which needs to be assigned to Public Works-with overfunding increasing the number of PW points, and underfunding reducing it.
Anyway, for terraforming within a city's radius, the no. of terraform actions that city can perform is dependant on both the # of workers the city possesses AND the number of PW points the city has. Different terraform jobs take different amounts of time and cost varying amounts of PW points. You can speed up the speed at which a job is performed in ONE of two ways
(a) assigning more workers to the job or (b) assigning more of your city's money to that Type of terraform job. For instance, you want to build a mine, in your city radius-a job which takes 6 turns. In order to shorten this time, you could either increase the number of workers assigned to the task or increase the amount of money your city assigns to its 'Mining' PW budget.
Now, the beauty of my idea is that though you build workers, and though they still cost you population points and maintainance, you don't move them around AT ALL! Staying attached to their home city. You can, however, trade a city's workers to another city, on your trade route however. In addition-if an enemy overuns an area with a terrain improvement- either under construction or already built, then there is a chance of the enemy capturing one of your workers. Also, when a city is caught, there is a chance of the enemy capturing one or more of that city's workers/engineers. These can be traded back to the former owner, used as slave labour, or reintegrated into the city's population.
Jobs outside of any city radius can only be performed using the national PW points-as determined by the national PW budget and the total contribution of individual cities! As with individual cities, though, jobs can be sped up by assigning a greater % of the national PW budget to certain Terraform jobs. Though for both city and national 'terrafroming' their will usually be a minimum time required to finish a job-dependant on the current era!
Yours,
Aussie_Lurker.
Each city produces a number of PW 'points' based on the number of Workers it has, the # of production shields it has, and the % of its wealth that it assigns to PW. It can be further increased by certain techs and improvements. Each turn, the city contributes a % of these PW points to the national pool-the percent being era dependant. This National pool effects the minimum amount of the national budget which needs to be assigned to Public Works-with overfunding increasing the number of PW points, and underfunding reducing it.
Anyway, for terraforming within a city's radius, the no. of terraform actions that city can perform is dependant on both the # of workers the city possesses AND the number of PW points the city has. Different terraform jobs take different amounts of time and cost varying amounts of PW points. You can speed up the speed at which a job is performed in ONE of two ways
(a) assigning more workers to the job or (b) assigning more of your city's money to that Type of terraform job. For instance, you want to build a mine, in your city radius-a job which takes 6 turns. In order to shorten this time, you could either increase the number of workers assigned to the task or increase the amount of money your city assigns to its 'Mining' PW budget.
Now, the beauty of my idea is that though you build workers, and though they still cost you population points and maintainance, you don't move them around AT ALL! Staying attached to their home city. You can, however, trade a city's workers to another city, on your trade route however. In addition-if an enemy overuns an area with a terrain improvement- either under construction or already built, then there is a chance of the enemy capturing one of your workers. Also, when a city is caught, there is a chance of the enemy capturing one or more of that city's workers/engineers. These can be traded back to the former owner, used as slave labour, or reintegrated into the city's population.
Jobs outside of any city radius can only be performed using the national PW points-as determined by the national PW budget and the total contribution of individual cities! As with individual cities, though, jobs can be sped up by assigning a greater % of the national PW budget to certain Terraform jobs. Though for both city and national 'terrafroming' their will usually be a minimum time required to finish a job-dependant on the current era!
Yours,
Aussie_Lurker.