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.
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.