Changing the way terrain tiles are worked

If population isn't subtracted as workers are created, then the population implied by the worker gets counted twice, and gets to do two things at once.
 
how about this as a compromise?
in civ 3, so memory serves colonies could be built by workers why not reintroduce it?
so city boundaries stay in effect as they are but if a resource lies outside one you can send a worker there to farm/mine/whatever that needs to be done there and it eitehyr goes into a pool or city.
Gangor, referring to another thread about supplies if we did use supplies why dont we tie it into city growth as an option? so a city that uou dedicate x supplies per turn will then draw those supplies from your supply pool and the city generates an extra person either to work the tiles or be a specialist.
that way supplies could be used for war/trading and growth during peacetime, essentially another form of capital that will rise/fall with value depending on the circumstances in the world essentially making a global economy in the game
 
i actually never really understood why so many games do this. it seems kind of like saying, "okay, you live here, but since you have a job we're not going to count you in our population."

Bu they don't live in the city any more. They are out in the country building stuff.
 
If they're inside the city radius, then presumably they're living in that city, sort of (though they don't eat the city's food). If between cities, then a remote village or work camp (historical example: railheads in the Old West during the building of the railroads).

100% realistic? No.
 
So if that tile is captured you lose population? Are they killed? Captured? Do they go into hiding? Do they get a chance to run away?
 
So if that tile is captured you lose population? Are they killed? Captured? Do they go into hiding? Do they get a chance to run away?

They become a worker unit belonging to whoever captured them. An enslaved worker that works at half-speed, perhaps.
 
So if that tile is captured you lose population? Are they killed? Captured? Do they go into hiding? Do they get a chance to run away?

Are you talking about workers, or population points?

Workers get captured. Population gets displaced.
 
It seems to make sense to me. I mean, the population of your cities is the population that is the total population that is working tiles. If you make a worker, then presumably you do not have as many people working tiles, as the worker (and the people who would comprise the worker unit) would be busy building improvements.
 
I've thought about this a little more and to me the present system seems more and more illogical. Workers build farms, yet no-one actually works in them until the population increases, however the (health) benefits of the tile resources can be used by the whole civ immediately. The whole population of a city can work down a mine, yet they are still somehow magically fed. Tiles 2 from the city to the north can be used, however tiles 2 from the city to the north east cannot.

These gaps of logic are not difficult to fill!! :crazyeye:
 
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