A potential idea for city production

WolfMasterP47

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Dec 26, 2018
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I'm a history buff. And I've always loved the civilization series. I remember the very first time I saw Civilization III in a catalog at the library in middle school and was rather intrigued by it. Although I never played the first civilization, I did play civilization 2 for the PlayStation 1 on my PlayStation 2, and was instantly hooked. Even my friend and neighbor who came over one night got hooked. When I finally played Civilization 3, it got no better. Asides from Civilization 1 I have played every single Civilization game since and I still love the series.
There was just one thing I've always had a problem over. I couldn't understand why you could only build one thing at a time. Any human being who knows enough about history and the world at present today knows that cities CAN build multiple things at a time. Especially if it's large and prosperous enough.
My idea is straight forward and yet simple and can easily be expanded upon. What if certain cities, who meet certain criteria, were allowed to build multiple things at a time. I mean think about. If New York can build an aircraft carrier, why can it not be able to build an infantry unit. Rome can build an army of legions, can it not also build a marketplace. If Babylon can build a temple can it also build city walls. If Hong Kong can build a theater can it not also build a bank.
These are questions that I have, that when you look at powerful cities throughout all of history, everyone knows that cities can do multiple things at once. I mean look at America and Soviet Russia throughout World war 2. You know their cities could. So why not others throughout history, during war AND peace.
The idea for this to work in a civilization game isn't that hard. It's actually makes and can easily be expanded upon. Each city must hit certain criterias to able to build multiple things at a time.
1. The city must be a certain size. If it's too small then it can only build one thing at a time.
2. The city must have certain prosperity/happiness criteria. An unhappy city will make it difficult, if not impossible.
3 access to certain resources, such as bronze, or Iron, or stone, or oil.
4 with no enemies present that can interdict supply of materials. Like enemy units occupying surrounding land. Additionally if the city has access to an ocean or a large body of water in general, it can be supplied via the sea, especially if the city is well defended by city walls. But it's production might slow a bit. This if course can also be interdicted by naval forces. Finally, in the modern era, aerial supply can be a factor, unless, the enemy has air superiority.
5. Certain buildings may be required, in order to build multiple things. For example in order to build a spearman and an archer, they must have a barracks. Or to be able to build multiple cavalry units, it must have a stable. Or to build a tank and a fight jet it must have a factory.
These are the base criteria that I've come up with so far and can be easily expanded on. The end result being something like this: Athens: a city with the size of 8 that is content and in a golden age, is able to build 3 things at a time. It uses 2 slots to finish building the Parthenon which has access to stone. While additionally using it's 3 and final production slot to build a trireme. However production is slowed down to the presence of enemy units occupying the surrounding land. But since the city is surrounded with city walls AND has access to the sea, it is thus able to continue production at a slower pace.
So with that. Athens can continue building multiple things at a time. However if there's too much being built at a time, it could slow city production greatly, and even lead to unhappiness or even a riot which would halt city production. Certain things could of course alleviate the situation, such as increased luxuries, or perhaps a policy change. Additionally if a city doesn't have city walls or it's city walls were breached, but the garrison successfully defended the city. Production could be slowed as a result of the fighting. In essence sabotage. This of course opens another avenue in regards to the role of espionage and sabotage can be one of many options. Artillery bombardment and aerial bombing raids could also slow or temporarily stop production.
And in regards to building wonders. Certain wonders depending on the above criteria could take up multiple production slots as stated in with the Parthenon in Athens. Either way these are the base ideas I have thought of and these ideas I'm quite sure others have probably have had. Regardless if Civilization were to do something along these lines, it would be, revolutionary, unique, and potentially amazing. Alas, these are just ideas, whether they are used in Civilization 7 in some form or another, or perhaps in the civilization 8 or another game entirely, remains to be seen.....
 
Yes, it would be more realistic. There is probably no reason you could not have cities build multiple things at the same time. I think most 4x games go with just building one thing at a time because it adds more strategy. When you can only build one thing at a time, the choice is more meaningful. For example, building an archer means that while you are waiting for the archer to be complete, you are not getting something else you want want like a monument or a warrior etc... If you can build multiple things then you can get both. So there is less of a sacrifice. Also, if the game did implement your idea, you would need to balance a lot of things. Otherwise, you could have a situation where the player gets a bigger army too fast because they could essentially more units at the same time or they build multiple buildings at the same time so they finish building everything faster and have nothing to build.
 
I think it is an interesting idea. To balance it better it could be tied to districts. Each district could add a slot for production, but this slot could be used only to build district's buildings or related units. For example, if you have Campus, you can build something in main city and a library/university/lab in Campus. If you have Encampment, then you can build something in main city and barracks or a military unit in Encampment, so in theory you can build two units at the same time (one in main city and another in Encampment). If you have Commerce Center you can build market or trader, if you have Harbor you can build lighthouse or naval unit or trader, etc. I think there would be no need to limit number of slots, so if you have 5 districts, you CAN build 6 things at the same time, BUT the production of the city is divided between them all, so all of them would be very slow.
 
The hardest part is just how to split the production. Everything in a game of civ is an abstraction, you don't mine a quarry to create an archer IRL. Just due to the nature, I would rather finish a library in 4 turns then build city walls 4 turns later, than have both appear 8 turns from now, since I'd rather get the library yields for those 4 turns. But if you give me a bonus (building both takes 6 turns each), then now it becomes a game about optimizing the chains.
 
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