I think units vs buildings makes sense, given that things you can build in Civ are always either things that go on the map or things that go in the city. The interesting part will be, how do you determine the productivity of each queue? Does population and/or food go into the unit queue, while shields and/or resources go into the building queue? Can you allocate shields to either queue?
Well, units would need manpower. That should also count as population not working on building population. How far can we take demographics?
The thing is, there's a new category which I want to be 'non-unit stuff that goes on the map but can be used in/on the city'. A bit like items in D&D-style RPGs like Baldur's Gate and Icewind Dale. Can't move by itself but has an effect on its surroundings/carrier/whatever. Or can be traded and cashed in like cotton bales
(or paid as tribute to a powerful barbarian overlord). Or food to be sent to starving cities. After all, if it's all in .xml files, then you can specify that later and see what the game lets you get away with. I'll call these 'props' for now.
Shields or whatever other production measuring unit you use (could be renamed for specific scenarios by a simple changing of text files) should be assigned to all types of queues.
Maybe the number queues themselves could be augmented by technological advances and/or 'upgrading' the city. For example, if you have a Shipyard Lv. 1 you can build one water unit at a time, if you have a Shipyard Lv. 2 you can build 2, and so on… if the building is damaged/destroyed, then, well, your construction capabilities are impaired/nullified. As before, the number of units/props buildable at each level could be set in the editor or one of those .xml files. You could have a +3 bonus per level if you wished to, especially with, say, a food processing plant.
I imagine this to be a bit like the construction queues in the X-COM:UFO series (Enemy Unknown was one of the best computer games ever, period). You need workspace, manpower and resources. The more you have, the faster you build.
Also, all units/props should be tradeable, instead of the second unit in the build list like Civ3.
WildWeazel said:
Woah, slow down there buddy. What kind of economic model are you proposing?
On a completely unrelated note, have you played SimIsle?
A totally reformed model. Why copy a model you know is fundamentally flawed when you know you can just do it better from scratch? I'd base a lot of it off Transport Tycoon. The resource management is so much better there. I'd also like to import -and adapt- the concept of manufacturing/processing/redistributing resources.
And no, I haven't played SimIsle. Is it for free? Money is a constraint right now.