City/Production Paradigm Shift

When I said an overurbanized world, I want to say that under your model, with all tile populated, the world could be completely urbanized, without countryside. What prevent a city of 10 or 20 tiles?

When you said "... all tiles generate commerce arrows..", wich I think is a consequence of all tiles in your model will be populate that's sound to me the base tiled system that actually Civ had, wich I disagree. Until recentlly there are plenty of self-comsumption in rural areas, therefore no commerce be generated wich is not contemplate in your model as I see it.

Another doubt is what have you in mind about with this "... Now the popunits located on that Corn sell whatever food products(quantity=3) to where they generate the most trade for that tile...", it sounds quite like a bargain. How we or engine knows what are that places that generate more trade? Or is a Corn belt that furniture food to a large population?

Maybe I misspelling, but I'm not a fun of "... fluctuating demand and consumer buying power...", inflation and so on, since add to many unnecessary complexity. What I mean is that popunits activities generate income wich allow it buy things they need but don't produce, that's why I refer a branch of needs pre-defined or modeled. Under my point of view the remain food and shields of raw materials or products is taxed to provide public works and after that the surplus is to population growth and reserves of a civ.

Sometimes times due my lack of english I have some dificulty to understand things that seems appear quite obvious. I hope could count your comprehension. Thanks.
 
mhIDa said:
When I said an overurbanized world, I want to say that under your model, with all tile populated, the world could be completely urbanized, without countryside. What prevent a city of 10 or 20 tiles?

The main limit to growth is the fact that cities require on non-city tiles to provide the resources they need to survive. As technology improves, the amount of urban tiles a single rural tile can provide increases. Eventually cities will be able to feasibly support 10-20 tiles, but that is in the modern ages. Before the industrial revolution, it is unlikely you have tons of big cities. YOu coudl have antiquity where there were many medium size cities or medieval where population was in tons of small cities before then because of support constraints.

mhIda said:
When you said "... all tiles generate commerce arrows..", wich I think is a consequence of all tiles in your model will be populate that's sound to me the base tiled system that actually Civ had, wich I disagree. Until recentlly there are plenty of self-comsumption in rural areas, therefore no commerce be generated wich is not contemplate in your model as I see it.

You are right that I forgot to mention self-consumption at all. Tiles would need to suppport themselves, and even buy processed goods from cities. I assume that above subsistance level production would be rare until technology started to improve, except for areas where it was fertile or city-states added appropriate infrastructure(major irrigation, etc.).

mhIda said:
Another doubt is what have you in mind about with this "... Now the popunits located on that Corn sell whatever food products(quantity=3) to where they generate the most trade for that tile...", it sounds quite like a bargain. How we or engine knows what are that places that generate more trade? Or is a Corn belt that furniture food to a large population?

I was quite nebulous on how where and when stuff would be sold. The exact mechanics probably will need to be tweaked, but here are some principles:

1) The avaliable markets would be wherever current transportation technology allowed products from tiles/cities/wherever to reach.
2) Those places would buy from the cheapest(based on transport cost, not costing you anything) source. So local is usually good, or in large amounts.

mhIda said:
Maybe I misspelling, but I'm not a fun of "... fluctuating demand and consumer buying power...", inflation and so on, since add to many unnecessary complexity. What I mean is that popunits activities generate income wich allow it buy things they need but don't produce, that's why I refer a branch of needs pre-defined or modeled. Under my point of view the remain food and shields of raw materials or products is taxed to provide public works and after that the surplus is to population growth and reserves of a civ.

I'm not sure I completely understand, but here is an important point. THere would be a quite intricate system similar to the production systems used in the Railroad Tycoon games. I don't mean we copy those games, but the 'take resource x to factory y to make product z to be taken to place a' idea. Then the computer woudl automatically figure out how this all worked out between tiles. Of course the player needs to know nothing, and it would be easy to add in demands for populations(that is how RRT did it) that are part of the overall cycle.
 
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