tjs282
Stone \ Cold / Fish
But as I noted above, what happens in Civ3 is already a fairly abstract representation of human history. And as players/ modders, we are limited in how we can represent these abstractions, such as the development of new techs, or the adoption of new governments, by the hardcoded tech-, government-, and building-flags available in the Editor(s).Basic organization of workers into classes: "peasants" (of widely different sorts), serfs, and slaves (the first recorded mention of which is in Hammurabi's famous "Code.")This would also have extended troughout the entire society into into various sorts of efficiencies/hierarchies: Hammurabi mentions Slaves, "Regular People," and "Superior People," and his Code was written ca. 1,750 BCE. "Agriculture" itself began about 9,000 BCE.
So the development and application of "early agriculture" is arguably already modelled by Irrigation — but the potential outputs are limited by the intial government being Despotic (hence the "mine green, irrigate brown [+ Food-bonuses on flatland]" rule of thumb for the early game).
One of the highest priorities in the early game is then to learn and adopt a new government which does not penalise tile-yields. Arguably this represents the more complex forms of society you describe above.
(noting that Code of Laws is already required for Republic — and should arguably also be required for Monarchy!)
And this at least may already be moddable to a lesser or greater extent.Watermills were introduced by the Romans, and were used to grind grains into flour.
If @Flintlock (or @Quintillus?) could decouple the "Increases food from [salt]water tiles" building-flag from the saltwater tiles, and allow it to be applied to all (irrigated?) land-tiles as well — using the same code that currently only applies to Rails? — then a generic "Watermill" building could be added which could increase a town's food-yield, and hence growth rate and/or productivity (weren't watermills also used to power some medieval/early industrial processes?).
Any mod with such a building would probably also need additional constraints to prevent the surfeit of food from becoming completely unbalancing, though:
— To prevent Watermills from being built everywhere, they might also be given the flag(s) "Must be near a river" (would anyway be logical!) and/or "Requires [Wheat] in the town radius"; the latter has the drawback(?) of also requiring [Wheat] to be set as a Strategic/ Luxury resource, which will change its distribution-pattern on a random map
— Citizens might reuire 3 food per turn to prevent starvation, instead of only 2 FPT
— Some/all post-Ancient military units might also need to consume a population-point(s), in addition to their shield-costs
Or the Watermill could work similar to the "Granary", "Maize farm" and "Dairy Farm" SWs in @haluu's Tides of Crimson, autoproducing a unit whose only purpose is to be joined to a town, to increase its population.
Improving food-yields in the early medieval might be accomplished by allowing a new building with say, Engineering or Feudalism.In the Middle Ages, three field crop rotation. Crop yields then peaked in the 13th century, and stayed more or less steady until the 18th century.
But we do already have the generic Granary, which 'improves' food-yields by halving the amount of food required for growth — so it might just be simpler (even if historically less 'accurate'!

Alternatively, add locational-constraints to the "Ancient" Granary, as described above for the hypothetical Watermill — but also allow a "Medieval" Granary to be built which has no such limitations.
In the patch's .ini file, yes. But at the moment the patch only allows to set a single, hardcoded limit.I thought that the RR movement limit is set in the .ini file ... ?
Are you asking whether the patch could be used to impose multiple potential movement-limits, which were e.g. tech-dependent? That would be really cool, especially if it could also be applied to Roads.
Then you wouldn't need any extra Worker-jobs, because "Build Road" could then cover both a rutted track (increased commerce but no movement-bonus?) to a paved road (movement-factor per the .biq; unlocked with... Construction?) — and "Build Rails" could cover both steam-powered (rail-movement limited per the patch, as at present), and modern diesel/electric locomotives / superhighways (unlimited movement*; unlocked with... Motor Transport? Computers? Ecology?)
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Spoiler Digression :
I have never had a conceptual problem with unlimited rail-movement in the epic-game. On a global map, with turn-lengths of a year (or more) of in-game time, it makes gameplay 'sense' to me, for my units to be deployable anywhere around my continent within a single turn. Conversely, the horribly 'slow' naval movement-rates, even into the Modern Age, have always been far more immersion-breaking from my PoV.
That said, I can certainly see a good case for Rail-movement to be limited in mods/scenarios with prebuilt small-scale regional/urban maps, and/or turn-lengths on a much shorter scale of e.g. hours to days (e.g. EFZI, SuperCiv).
That said, I can certainly see a good case for Rail-movement to be limited in mods/scenarios with prebuilt small-scale regional/urban maps, and/or turn-lengths on a much shorter scale of e.g. hours to days (e.g. EFZI, SuperCiv).
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