dagriggstar
King
Similar line of thinking. I don't like food essentially being science early though. Agriculture could just be a 100% eureka (in my framework below, say "get 10 food from one "gather"). You should have a game stage where there are settled and unsettled civs running around.
Anyway my 2 cents.
Begin the game with a civilian unit and a camp unit. Your civilian unit has two moves, can perform two tasks - "gather" and "collect" and consumes 2 food per turn. Your camp unit is where your new units will spawn, it also has 2 moves.
1a) Gather will give you a lump sum of food from the tile the civilian is on and all surrounding tiles (So if these are all grasslands - 7x2 = 14 food). If a tile has been used in a gather, it cannot be reused for x turns (say 5, but this would depend on balance).
1b) Collect will give you an amount of timber, used to create improvements and buildings. The same rule applies, if a tile has been used in a collect, it cannot be reused for x turns (for this example, 5).
1c) If a camp unit is on, or adjacent to a gather or collect, no food or timber is lost. For every extra tile away 2 food or 1 timber is lost. For example, if the camp unit is 5 tiles from the "collect area" and you are collecting 7 grassland tiles, you gain (7x2) - (5x2) = 4 food.
2) If your civilization gains 10 food, you can get a new unit (Civilian, military unit that does not require a resource, camp). You can elect to save the food, if you want to wait to get a strategic resource. Military units also consume 2 food per turn. The next new unit will require 20 food (going up 10 food each time).
3) There is no science in the first era. Each eureka will give you a new tech. In the second era, eurekas will give you 90% of a new technology, decreasing by 10% each era. All players gain science from trade routes with more advanced civilizations, but for nomadic players this will probably be their main source.
4) Buildings and improvements are built by civilian units, with timber (or stone/marble). Upon completion, the civilian unit "works" the building or improvement they have created. For example, a civilian unit builds a farm on grasslands, you gain 3 (tile yield) - 2 (civilian food per turn) = 1 food per turn.
4a) This only a camp unit is within 3 tiles or there is a granary building within 2 tiles of the farm. Otherwise you do not gain or lose food per turn (civilian feeds themselves only).
4b) Civilian units can create buildings on the map essentially the same way improvements are made.
5) Trade units either use the camp or later, the market (A building) as their destination/origin points.
6) Each camp unit has the ability to "settle" and create a city. On city creation
6a) Any civilian unit with 3 tiles of the city has the option of joining the city
6b) Any city center building (Granary, monument for example) within 2 tiles of the city, is available pre built in the city
6c) If city will be built with 3 or less population after adding civilians, you may chose one tile with a building on it to become a pre built district for that city (For example, building a barracks or stable allows this tile to become an encampment on city creation). 4 or more population allows two such districts.
6d) After this point, you play a relatively normal game of civ
I think the food mechanics would encourage you to be a nomad very early (faster first 2-5 units) but settle down around Classical era (Better science generation, easier to grow cities when food is pooled at a city level instead of a civ level). Some civ abilities could favor playing as a nomad much longer into the game or settling right away, for variety.
Anyway my 2 cents.
Begin the game with a civilian unit and a camp unit. Your civilian unit has two moves, can perform two tasks - "gather" and "collect" and consumes 2 food per turn. Your camp unit is where your new units will spawn, it also has 2 moves.
1a) Gather will give you a lump sum of food from the tile the civilian is on and all surrounding tiles (So if these are all grasslands - 7x2 = 14 food). If a tile has been used in a gather, it cannot be reused for x turns (say 5, but this would depend on balance).
1b) Collect will give you an amount of timber, used to create improvements and buildings. The same rule applies, if a tile has been used in a collect, it cannot be reused for x turns (for this example, 5).
1c) If a camp unit is on, or adjacent to a gather or collect, no food or timber is lost. For every extra tile away 2 food or 1 timber is lost. For example, if the camp unit is 5 tiles from the "collect area" and you are collecting 7 grassland tiles, you gain (7x2) - (5x2) = 4 food.
2) If your civilization gains 10 food, you can get a new unit (Civilian, military unit that does not require a resource, camp). You can elect to save the food, if you want to wait to get a strategic resource. Military units also consume 2 food per turn. The next new unit will require 20 food (going up 10 food each time).
3) There is no science in the first era. Each eureka will give you a new tech. In the second era, eurekas will give you 90% of a new technology, decreasing by 10% each era. All players gain science from trade routes with more advanced civilizations, but for nomadic players this will probably be their main source.
4) Buildings and improvements are built by civilian units, with timber (or stone/marble). Upon completion, the civilian unit "works" the building or improvement they have created. For example, a civilian unit builds a farm on grasslands, you gain 3 (tile yield) - 2 (civilian food per turn) = 1 food per turn.
4a) This only a camp unit is within 3 tiles or there is a granary building within 2 tiles of the farm. Otherwise you do not gain or lose food per turn (civilian feeds themselves only).
4b) Civilian units can create buildings on the map essentially the same way improvements are made.
5) Trade units either use the camp or later, the market (A building) as their destination/origin points.
6) Each camp unit has the ability to "settle" and create a city. On city creation
6a) Any civilian unit with 3 tiles of the city has the option of joining the city
6b) Any city center building (Granary, monument for example) within 2 tiles of the city, is available pre built in the city
6c) If city will be built with 3 or less population after adding civilians, you may chose one tile with a building on it to become a pre built district for that city (For example, building a barracks or stable allows this tile to become an encampment on city creation). 4 or more population allows two such districts.
6d) After this point, you play a relatively normal game of civ
I think the food mechanics would encourage you to be a nomad very early (faster first 2-5 units) but settle down around Classical era (Better science generation, easier to grow cities when food is pooled at a city level instead of a civ level). Some civ abilities could favor playing as a nomad much longer into the game or settling right away, for variety.