Naokaukodem
Millenary King
- Joined
- Aug 8, 2003
- Messages
- 4,301
So I propose that we directly improve tiles from the city queue. Or, that a tile automatically improves with time when it is worked. (similarly to the cottages in Civ4)
If this last proposition is adopted, I suggest to implement an earth decay system, to represent the over-exploitation of the land. Solutions could be cultures rotation, represented by half or quart farm not being worked and an affiliated reduction in immediate production, and fertilizers, be them natural or artificial. For natural fertilizers, they would be given by pastures like a resource. You could spend those resources for whatever farm you like. (say 1 fertilizer resource for 2 or 4 farm tiles.) This way, your production could be maxed out. Artificial fertilizers could work the same, you would have to build factories giving fertilizer resources, or even districts, with each new building adding up to your fertilizer production.
The downside of fertilizers, especialy artificial, would be an impact on pollution and diseases like cancers. (health)
If you have no fertilizers, especially early, you can choose to either reduce your food production, at a cost of a population hit, and establish crop rotation, or continue to exploit the land at full regime, which would have a negative impact on food production on the long run.
If you choose to exploit the land at max, it could decay into plains if it is grassland, and savannah if it is plains, desert if it is savannah, etc... (according to the climate) you could then have such a way of life : you start superpowerfull due to your high population, but you have to migrate in order to find new fertile spots. You sow desolation in your very place, and behind you, but you counter that by migrating or conquering. It's a little like a pastoral way of life, it is "migrating agriculture" and it has existed in History.
Note that at a point a land could recover its fertility if not cultivated during a certain time, but there would cases of non-return when deserts would remain deserts forever.
I also think we could implement a pastoral way of life such as this "Scourge" way of life. You would have to follow you beasts in order to exploit them, and of course your territory would be limited to grasslands and plains. Still to determine how exactly the boundaries of your territory, which i do not know.
Do you think it could open for new dynamic gameplay, especially in multiplayer ?
P.-S. : what if land production would increase periodically regardless of actual science progress, whereas still representing it ? After all, the longest peasants work the land, the highest chance there is for them to improve their methods and make the job less hard for them and their beasts. So, if a foreign trade route go through this city, there would be a small chance for it to discover the new agricultural techniques there is in this city / country. In the same way, improvements, it is to say the first farm tiles to be improved, would be communicated slowly around them, improving the other surrounding farm tiles slowly before they would have done it on their own.
If this last proposition is adopted, I suggest to implement an earth decay system, to represent the over-exploitation of the land. Solutions could be cultures rotation, represented by half or quart farm not being worked and an affiliated reduction in immediate production, and fertilizers, be them natural or artificial. For natural fertilizers, they would be given by pastures like a resource. You could spend those resources for whatever farm you like. (say 1 fertilizer resource for 2 or 4 farm tiles.) This way, your production could be maxed out. Artificial fertilizers could work the same, you would have to build factories giving fertilizer resources, or even districts, with each new building adding up to your fertilizer production.
The downside of fertilizers, especialy artificial, would be an impact on pollution and diseases like cancers. (health)
If you have no fertilizers, especially early, you can choose to either reduce your food production, at a cost of a population hit, and establish crop rotation, or continue to exploit the land at full regime, which would have a negative impact on food production on the long run.
If you choose to exploit the land at max, it could decay into plains if it is grassland, and savannah if it is plains, desert if it is savannah, etc... (according to the climate) you could then have such a way of life : you start superpowerfull due to your high population, but you have to migrate in order to find new fertile spots. You sow desolation in your very place, and behind you, but you counter that by migrating or conquering. It's a little like a pastoral way of life, it is "migrating agriculture" and it has existed in History.
Note that at a point a land could recover its fertility if not cultivated during a certain time, but there would cases of non-return when deserts would remain deserts forever.
I also think we could implement a pastoral way of life such as this "Scourge" way of life. You would have to follow you beasts in order to exploit them, and of course your territory would be limited to grasslands and plains. Still to determine how exactly the boundaries of your territory, which i do not know.
Do you think it could open for new dynamic gameplay, especially in multiplayer ?
P.-S. : what if land production would increase periodically regardless of actual science progress, whereas still representing it ? After all, the longest peasants work the land, the highest chance there is for them to improve their methods and make the job less hard for them and their beasts. So, if a foreign trade route go through this city, there would be a small chance for it to discover the new agricultural techniques there is in this city / country. In the same way, improvements, it is to say the first farm tiles to be improved, would be communicated slowly around them, improving the other surrounding farm tiles slowly before they would have done it on their own.