In this thread, we tackled the issue of spending a lot of time managing
cities and units. We especially suggested solutions to reduce the number of units.
I think there are also ways to make city micromanagement faster
without compromising the strategic depth.
The main idea is to dissociate rural population from urban population,
i.e. dissociate tiles from cities. We can do it by centralizing food
and gold production:
- There is a food national stock, like the current gold stock.
- You can build improvements everywhere on your territory. Each of them
increases the stocks, not only those inside a city radius (except for hammers)
- The production of a city depends on its size and hammers in its radius.
- Your cities consume food each turn, according to their size.
- You can increase or decrease the size of a city by pushing a button. It spends
time and consumes food.
An example: Delhi
(thanks to OTAKUjbski)
Arbitrary rates:
FP (food consumption per pop.) = 10
HP (hammers per pop.) = 15
City maintenance (Delhi) = 10
Results:
Total Food Production = 60
Total Food Consumption = FP * 4 = 40
Food stock increase = 60 - 40 = 20
Total Gold Production = 22
Gold stock increase = 22 - 10 = 12 (with 0% science)
Delhi's production = 4*HP + 18 (extra hammers inside the radius) = 78
Some effects:
- trading food
- the whole territory is used and lusted after
- new overall strategies based on your control over your population
How does this save time ?
You don't have to micromanage your cities at each variation of population or tiles.
Why do I want to centralize gold ?
Otherwise there would be nothing other than farms outside city radius.
Why not centralize hammers ?
It's a good idea.
What about City Specialization ?
For example, a city with a market would make 25% extra gold from the gold
in its radius.
New results with a market in Delhi:
Delhi's Gold Production = 25% * 12 = 3
Total Gold Production = 22 + 3 = 25
Actually, because your cities don't need nearby farms to grow, you can
easier specialize them.
Any city, even the smaller ones, could make a lot of money with a market.
If it causes trouble, we can add one rule to counterbalance that:
- As well as cottages, cities naturally bring money depending on their size.
With a market, two closed cities could use the same tiles.
Why not ? The other rules penalize closeness between cities.
A city far away from the farms could quickly grows.
The city maintenance already includes a distance penalty. But I can find
a more complicated mechanism.
cities and units. We especially suggested solutions to reduce the number of units.
I think there are also ways to make city micromanagement faster
without compromising the strategic depth.
The main idea is to dissociate rural population from urban population,
i.e. dissociate tiles from cities. We can do it by centralizing food
and gold production:
- There is a food national stock, like the current gold stock.
- You can build improvements everywhere on your territory. Each of them
increases the stocks, not only those inside a city radius (except for hammers)
- The production of a city depends on its size and hammers in its radius.
- Your cities consume food each turn, according to their size.
- You can increase or decrease the size of a city by pushing a button. It spends
time and consumes food.
An example: Delhi
(thanks to OTAKUjbski)
Arbitrary rates:
FP (food consumption per pop.) = 10
HP (hammers per pop.) = 15
City maintenance (Delhi) = 10
Results:
Total Food Production = 60
Total Food Consumption = FP * 4 = 40
Food stock increase = 60 - 40 = 20
Total Gold Production = 22
Gold stock increase = 22 - 10 = 12 (with 0% science)
Delhi's production = 4*HP + 18 (extra hammers inside the radius) = 78
Some effects:
- trading food
- the whole territory is used and lusted after
- new overall strategies based on your control over your population
How does this save time ?
You don't have to micromanage your cities at each variation of population or tiles.
Why do I want to centralize gold ?
Otherwise there would be nothing other than farms outside city radius.
Why not centralize hammers ?
It's a good idea.
What about City Specialization ?
For example, a city with a market would make 25% extra gold from the gold
in its radius.
New results with a market in Delhi:
Delhi's Gold Production = 25% * 12 = 3
Total Gold Production = 22 + 3 = 25
Actually, because your cities don't need nearby farms to grow, you can
easier specialize them.
Any city, even the smaller ones, could make a lot of money with a market.
If it causes trouble, we can add one rule to counterbalance that:
- As well as cottages, cities naturally bring money depending on their size.
With a market, two closed cities could use the same tiles.
Why not ? The other rules penalize closeness between cities.
A city far away from the farms could quickly grows.
The city maintenance already includes a distance penalty. But I can find
a more complicated mechanism.