Discussion of The World Remade

How about the city center NOT be automatically worked like it is in Civ 1 - 3, and all the other Civilization clones?

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So how does this sound?
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This requires careful testing, or you may end with a city that cannot even support the building of an initial worker that could then improve the area.




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How does this worker action sound: build canal.
I would perhaps limit it to land tiles which sea on both side.

Another new worker action: build bridge
I would definitely limit it to sea tiles which landon both side.


Alternative to building canals: dig to below sea level _or_ dig trench
I don't really see the point of this one. I can see instance of transforming sea into land (polders), but the opposite?
 
How do you think of these city improvement characteristics.

Every city improvement has these:
1. Maximum per city: The maximum number of these improvements allowed per city.
2. Effects: What does the improvement do? For example, a Barracks gives a bonus to experience to units built at this city.
3. Minimum citizens required: The minimum number of citizens needed for this improvement to work.
4. Maximum citizens allowed: The maximum number of citizens allowed to work in this particular improvement.
5. Effect per citizen: Same as "#2 Effects" above, except on a per citizen basis. For example, for each citizen working in a library, there is a +25% bonus to science in the city.
6. Cost: Same as what it means in Civ 1-3. But this can be any kind of produceable, such as food, material, or commerce.
7. Maintenance per turn: Same as what it means in Civ 1-3, except the maintenance costs may be any produceable.
8. Requirements: It might be nothing, a technology, another building, a unit in the city, or whatever.

The reason for all that is to make cities be specialized like they are today, and also to create a sort of RPG like quality to cities. In Civilization, all of my cities eventually ended up being the same.
 
Every city improvement has these:
1. Maximum per city: The maximum number of these improvements allowed per city.
Hmm... I think you can just have a flag "unique" or not.
If unique (ex: a wall, or a city hall), you can obviously create only one).
If several (ex: a factory), it will be limited by maintenance cost and citizens anyway. I don't see how you cna justify "there can be only 3 factories" in a city, whatever the nubmer of citizens.

2. Effects: What does the improvement do? For example, a Barracks gives a bonus to experience to units built at this city.
I think effect are overrated. You should skip that and have only useless improvment.

3. Minimum citizens required: The minimum number of citizens needed for this improvement to work.
4. Maximum citizens allowed: The maximum number of citizens allowed to work in this particular improvement.
5. Effect per citizen: Same as "#2 Effects" above, except on a per citizen basis.
I think it's to complex, and doesn't go well with 1. that suppose several items can be built. You should either:
- Make one improvment (factory), and then have a variable maintenance/output (every citizen working in a factory cost 2/turn, but increase production by 25%, or rather produce 10 units of good)
- Or make several improvement, each one can have one citizens. If you want to put 5 citizens in factories, build 5 factories.
Mixing both methods is to complex. Like "For each factory you can have between 1 and 5 citizens working in it"... Even more micromanagement, and it's not clear.

For example, for each citizen working in a library, there is a +25% bonus to science in the city.
That's a poor exemple, and a good one at the same time. A poor exemple, because it's not people who work at the library that increase the science, it's the number of people who can go on read in the library.
This lead to the good exemple, you have to differentiate between two kinds of improvment.
The improvements where people work (factories, farms, commercial office, etc), where you should have 1 factory / people working in it (more factories: waste of money, not enough workforce, not enough factories = unemployment). But this requires some micromanagement.
The support improvements, like the library, which can increase the output, but on a fraction of citizens. Like each library can work for 5 citizens.
If you have 10 citizens, you need 2 library to gain +25% If you have only one library, you have only +10%.

6. Cost: Same as what it means in Civ 1-3. But this can be any kind of produceable, such as food, material, or commerce.
7. Maintenance per turn: Same as what it means in Civ 1-3, except the maintenance costs may be any produceable.
Sounds good.

8. Requirements: It might be nothing, a technology, another building, a unit in the city, or whatever.
Ok

The reason for all that is to make cities be specialized like they are today, and also to create a sort of RPG like quality to cities. In Civilization, all of my cities eventually ended up being the same.
Sounds good, but beware of not introducing to many micromanagement.
 
Overall, your arguments are good. One thing that causes a problem is I want multiple species of people to be in a single city. So that means, some citizens who are good at farming might be farmers, some that are good at research might do that, and also include some of the farmers doing the research. Sort of like Colonization.

So I have included your unique/not unique into my design, and kept the rest of what I have the same. That is, for buildings that need people, then I need to have an "effect per citizen".
 
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