bene_legionary
Oh well, what the hell.
- Joined
- Apr 16, 2020
- Messages
- 229
How should citizens be implemented in Civ 7, and how should they work in relation to your civilization's economy?
To me, people are the most important part of a state, and is the fundamental resource of it; it's about managing your people effectively, because they eventually make up cities, businesses, nationalities, institutions, governments, social blocs, etc. Managing your citizens and using them in the best way for your current situation should be a large factor of Civilization VII. In Civilization VI, the population and citizens of your cities aren't nearly as important, mostly because they don't provide as many yields as districts.
If I had a say in determining the implementation of citizens in Civilization VII, I'd first make them more unique; more than just a number. I think this uniqueness shouldn't go past a three-tier hierarchy and potentially ethnicity, as more than that would go against Civilization's easy accessibility that blocks most Civ players from playing Paradox games. However, that doesn't mean we can't borrow ideas from the Paradox games.
A three-tier hierarchy system (like the Pop Strata system in Stellaris) would give more variance to citizens; there would be more of an identity to them past just being a number in your city. Citizens would produce different yields depending on their level in the hierarchy. Maintaining a balance of citizens so that they produce the right yields for your cities might become a big consideration. Lower hierarchy citizens might be more suited to working improvements, while higher hierarchy citizens should work in campuses and theatre squares. Civilizations might have bonuses for specific citizens; China, for example, might have more productive lower-hierarchy citizens provided that they're fed and content but will turn into rebels very quickly if they aren't, France might benefit highly from an well-off higher class residing in Chateaus, and Rome would have a better military sourced from middle-hierarchy soldiers as long as the state can provide enough iron and gold to keep them there.
I think my biggest change might be that each citizen could be counted as its own unit on the map. They are real people and they aren't all just working in the city menu; the distinction between a citizen unit and a military unit is strange. Instead, sending a citizen unit to work a tile would be like moving a warrior and telling it to alert itself; it would be more visible to the player and help the player understand what tiles are productive and what aren't, as well as allowing the player more control over their citizens and where they are. Lower-hierarchy citizens could be turned into builders and used to build improvements, higher-hierarchy citizens might have actions to sponsor a Great Person for their work, citizens could be captured by military units and moved to enemy cities, etc. Building military units might also involve choosing a specific citizen unit to convert, and some populations might be better geared towards specific units. Higher hierarchy citizens might be more easily turned into knights, for example.
This new citizen system should be tied into a better amenities / citizen fulfillment system, as well as a better food system. Amenities shouldn't arbitrarily provide 2 amenities for 4 cities, or whatever, because that makes no sense, and it's one of the least-developed systems in Civilization VI. At the very least, citizens need to be able to survive (have food, water and housing) before they even think about going to the arena to watch a gladiator fight, or go over to the water park to take a ride in the ferris wheel. When citizens have more than enough food, then amenities and their bonuses should be applied. However, having enough food should be harder than it is right now; after all, farmland was a huge part of economies before the industrial revolution and are barely represented in Civilization VI. Providing amenities should be uniform across cities and populations, as civilizations with larger populations will want more of the same amenities, and as far as I can tell everybody wants more coffee. Higher-hierarchy citizens might demand more amenities, which lower and middle hierarchy citizens can't demand as many. They might have different tastes over time; having more of one resource might give them more amenities and boost their output; sugar might be a highly valued commodity in one era, while tea might be in the next. Removing access to those resources might cause problems among your population.
Adding onto the food system, farms should continually upgrade over time with new technologies. The development of agriculture created the first cities as people no longer needed to move around and could stay in one place, while less people needed to find food and could instead reside in cities. Improvements to farming lead to less workers on farms, allowing them to turn into artisans or thinkers. After the industrial era, better farming practices and machines like combine harvesters and tractors greatly increased crop yields, which meant one person could now do the work of many more before. Again, these people became researchers or students at universities and gradually became higher in the hierarchy. Trying to overcome this food barrier with better organization or technologies should be one of the biggest challenges in running a civilization, although there is enough food on tiles in Civilization VI that yields from bare fields and forests (even ones with sawmills, which feels counterintuitive) is more than enough is nearly all cases. When a famine struck or an army ravaged the farmland, the result was starvation and increased immigration from the area, leaving the region economically destitute until the war or famine was over. In Civilization VI, the result is a pillaged tile and almost no loss to you. With a system like this, immigration is possible with moving your citizen units away from the area, while any citizen units left might be disbanded because they cannot feed themselves.
I'll update this later, it's late where I am, and maybe some of it isn't as coherent as I'd like to be. I'm happy to hear any thoughts or completely different ways of implementing citizens in Civilization VII.
To me, people are the most important part of a state, and is the fundamental resource of it; it's about managing your people effectively, because they eventually make up cities, businesses, nationalities, institutions, governments, social blocs, etc. Managing your citizens and using them in the best way for your current situation should be a large factor of Civilization VII. In Civilization VI, the population and citizens of your cities aren't nearly as important, mostly because they don't provide as many yields as districts.
If I had a say in determining the implementation of citizens in Civilization VII, I'd first make them more unique; more than just a number. I think this uniqueness shouldn't go past a three-tier hierarchy and potentially ethnicity, as more than that would go against Civilization's easy accessibility that blocks most Civ players from playing Paradox games. However, that doesn't mean we can't borrow ideas from the Paradox games.
A three-tier hierarchy system (like the Pop Strata system in Stellaris) would give more variance to citizens; there would be more of an identity to them past just being a number in your city. Citizens would produce different yields depending on their level in the hierarchy. Maintaining a balance of citizens so that they produce the right yields for your cities might become a big consideration. Lower hierarchy citizens might be more suited to working improvements, while higher hierarchy citizens should work in campuses and theatre squares. Civilizations might have bonuses for specific citizens; China, for example, might have more productive lower-hierarchy citizens provided that they're fed and content but will turn into rebels very quickly if they aren't, France might benefit highly from an well-off higher class residing in Chateaus, and Rome would have a better military sourced from middle-hierarchy soldiers as long as the state can provide enough iron and gold to keep them there.
I think my biggest change might be that each citizen could be counted as its own unit on the map. They are real people and they aren't all just working in the city menu; the distinction between a citizen unit and a military unit is strange. Instead, sending a citizen unit to work a tile would be like moving a warrior and telling it to alert itself; it would be more visible to the player and help the player understand what tiles are productive and what aren't, as well as allowing the player more control over their citizens and where they are. Lower-hierarchy citizens could be turned into builders and used to build improvements, higher-hierarchy citizens might have actions to sponsor a Great Person for their work, citizens could be captured by military units and moved to enemy cities, etc. Building military units might also involve choosing a specific citizen unit to convert, and some populations might be better geared towards specific units. Higher hierarchy citizens might be more easily turned into knights, for example.
This new citizen system should be tied into a better amenities / citizen fulfillment system, as well as a better food system. Amenities shouldn't arbitrarily provide 2 amenities for 4 cities, or whatever, because that makes no sense, and it's one of the least-developed systems in Civilization VI. At the very least, citizens need to be able to survive (have food, water and housing) before they even think about going to the arena to watch a gladiator fight, or go over to the water park to take a ride in the ferris wheel. When citizens have more than enough food, then amenities and their bonuses should be applied. However, having enough food should be harder than it is right now; after all, farmland was a huge part of economies before the industrial revolution and are barely represented in Civilization VI. Providing amenities should be uniform across cities and populations, as civilizations with larger populations will want more of the same amenities, and as far as I can tell everybody wants more coffee. Higher-hierarchy citizens might demand more amenities, which lower and middle hierarchy citizens can't demand as many. They might have different tastes over time; having more of one resource might give them more amenities and boost their output; sugar might be a highly valued commodity in one era, while tea might be in the next. Removing access to those resources might cause problems among your population.
Adding onto the food system, farms should continually upgrade over time with new technologies. The development of agriculture created the first cities as people no longer needed to move around and could stay in one place, while less people needed to find food and could instead reside in cities. Improvements to farming lead to less workers on farms, allowing them to turn into artisans or thinkers. After the industrial era, better farming practices and machines like combine harvesters and tractors greatly increased crop yields, which meant one person could now do the work of many more before. Again, these people became researchers or students at universities and gradually became higher in the hierarchy. Trying to overcome this food barrier with better organization or technologies should be one of the biggest challenges in running a civilization, although there is enough food on tiles in Civilization VI that yields from bare fields and forests (even ones with sawmills, which feels counterintuitive) is more than enough is nearly all cases. When a famine struck or an army ravaged the farmland, the result was starvation and increased immigration from the area, leaving the region economically destitute until the war or famine was over. In Civilization VI, the result is a pillaged tile and almost no loss to you. With a system like this, immigration is possible with moving your citizen units away from the area, while any citizen units left might be disbanded because they cannot feed themselves.
I'll update this later, it's late where I am, and maybe some of it isn't as coherent as I'd like to be. I'm happy to hear any thoughts or completely different ways of implementing citizens in Civilization VII.
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