OK, I'll try to respond in order as best I can:
I think it in the best interests of the city to process raw materials if they can - more commerce will be generated from refined goods than raw goods. However, if a city can make more from exporting raw goods than from (exporting processed resources subtract the cost of processing) then the city should do that.
agreed,there should be a heavy cost invovled ,with population and maintanance.If you only have access to a small amount of resorce it would be better to export that raw resorce,however if you can acquire a large amount cheaply than building an infistructure to process that good would be highly benifisual(this is the whole reason for my idea of growing resorces)
I certainly wouldn't want to issue instructions to several dozen caravans each turn, I expect no one else would either.
cool
I rather let merchants do the trading and have them use whichever currency is more practical.
this needs more thought, spacificly early in the game(how do we handle trade behind the scene ,even though goods for money is a trade option later on in the game should we give the AI this ability to equate trade between )goods
Immigration is a really tough problem, especially with the existing citizen 'points' structure - if I manage to convince you about the merits of the Victoria system of population management, the solution will become clearer. Cities with excess food, though, should definitely export it. If every city has too much food, some farmers should change occupation.
if I fallow you than growth is more of an organic thing,having to do with birth rate and motality rate..this would require some digging to get accurate numbers on what would affect the rate.would each population type have its own birth rate,ie farmers having much higher birth rates but higher mortality rates,merchants lower birth rates and lower mortality rates.do we handle this on a tile by tile basis?
What about sweatshops? But generally I agree - the output of farms should be increased when horses are used, blacksmiths with coal, wineries with anti-freeze, etc.
there should be improvements that translate raw resorces into power shields,perhaps for beast of burden there could be a stable improvement that does this,watermills and windmills would be unique in that they wouldnt require a resorce to produce shields.there could be 3 classes of power ,manpower,beast of burden,and machine power the latter using raw resorces such as coal,oiland uranium.Im rethinking this one perhaps windmills ,watermills and workshops (workshops might require beast of burden) are power sources spacificly for resorce collection,probally should have population neccesary to operate these improvements,and are in tiles that are close to the resorce tile.when electricity comes into play all these improvements could be replaced with electric lines conected to a power factory(this would spur the industreal revalution)
See below
Cities cannot grow without food - that's a given. But just because you have food doesn't mean growth will occur. An increase in food production, in my view, will lead to an increase in world population, but not necessarily in the area that the food is being grown. People will flock to Rome because of the standard of living, the culture and the security. The food that fed the people of Rome came from all over the Mediterranean.
with the idea that were not allocating squat and that all resorces are free flowing greatly depending on the trade infistrucure,than where does the population grow,my thinking is that this should happen along the trade routes outside of city centers ,any point that is collecting resorces particulry near farms.building of housing zones and cultural improvements would incourage imigration into cities.
Your numbers are very kind - I think each city would need an array of links to cvPOPs, perhaps 50 on average per city towards the end of the game, and there's maybe upto 150 cities on the map. Each cvPop, I think, would need seven bytes to its information and the array in the city would need four per cvPop link. So that's 82,000 bytes of memory. At the moment there is only one process on my computer using less than that amount of memory - System Idle Process. As far as the calculations go, they could be made as complex or simple as we wanted. Modelling immigration realistically could be quite difficult, but growth could be fairly simple, I believe.
Births = Population * Happiness * BIRTHS_CONSTANT
Deaths = Population * Health * DEATHS_CONSTANT
Growth = Births - Deaths
And the only information that need be displayed to the user is:
Population of New York:
60% English
23% Dutch
15% Irish
12% Other
800,000 labourers
20,000 farmers
15,000 unemployed
3,000 merchants
1,000 scientists
5,000 other
which is pretty much the same as it is now
there has been some interest on this on other strings so we should get some more input