what did you think of my idea...of creating a pool of resources/shields/food connected by road or railroad
Pooling resources using that method seems to be a little too elaborate for CIV's simple interace.
a. All cities connected with roads should have access to half the food, resources, and shields that are extra and available from all surrounding cities.
This is essentially what Diverting Production is about --with some differences (I'll get to that).
A poor city placement should haunt you the rest of the game. City placement is one of the crucial strategic decisions in the game.
In my opinion anything that 'haunts' you shouldn't be considered a good thing, but I'll address this in my reply to Bamspeedy.
You would have more micromanaging to do, which I guess could increase the quantity of strategy, but not the quality.
When I said Diverting shields/food would be as easy as using the 'Go To' order, I was referring to the interface (which is simplicity itself), not the program mechanics (which are something the player does not see anyway). Also keep in mind that Diverting Production would be accompanied by a cost in gold per turn of use, thus a player would only want to use this when very necessary. There would also a limit to the amount of Shields /Food that could be transferred, but I'll get to that.
I agree, good city placement should play a role in CIV's strategy, but it should be a minor one --by no means a method of 'haunting' the player; just essential enough to force the player to put a little thought into placement, but not so much as to be mathematically linked to a player's success overall. Diverting Production is, in part, meant to give a degree of flexibility to this. The actual strategic nature of Diverting Porduction lies more in the general geographical location of cities, not their exact placement in relation to tiles.
You lose the need for building cities in 'just the right spot', and all that would matter is that you get as many tiles under your control. Currently, there is certain trade-offs depending on exactly where you put your city. With your idea, you lose all of these trade-offs.
I agree, good city placement should play a role in CIV's strategy, but it should be a minor one --by no means a method of 'haunting' the player; just essential enough to force the player to put a little thought into placement, but not so much as to be mathematically linked to a player's success overall. Diverting Production is, in part, meant to give a degree of flexibility to this, not to eliminate to eliminate it altogether.
The actual strategic nature of Diverting Porduction lies more in the general geographical location of cities, not their exact placement in relation to tiles.
Fisrtly, let m The actual strategic nature of Diverting Porduction lies more in the general geographical location of cities, not their exact placement in relation to tiles.
I'll use the example of Murmansk again (primary Russian naval port/ship yard). As Civ3 is, Murmansk is unable to build naval units the way it does in reality --without adding special high production tiles around it which would only apply to scenarios and not the core game. Why? Because it is in a northern region that has few shields, let alone enough food to maintain the Citizens needed to use the necessary production tiles. Althogh the 'reality' arguement may not be relevant to CIV in other cases, it is here. Without Diverting Shields to Murmansk (as is the case with the city in reality), it's strategic purpose is partially nullified.
Now you say, "then what's to prevent you from diverting food in addition to shields to Murmansk and turning it into a mega-city?" This is not something I addressed properly before. There would be a clear limit to the amount of Shileds/Food Diverted to a city. Earlier, it was suggested that it be a percentage of the shileds form eachselected city. On further consideration (also based on the issues you have raised), this would distort the city/tile relationship too much.
The most logical system would seem to be setting a limit (through the Editor) of x shields/food that could be diverted per city. Combined with the fact that it costs gold per turn per transfer, doing this too many times would be quite costly, if not unaffordable --Communist govts. would only pay 50%(?). The problem is that Food and Shields cannot be equal as Diverting the same amount of Food as Shields would have the effect of either transferring more than the surplus Food of a city (which is not a lot) or transferring too few shields, depending on the set amount. That is, if you set the transferable limit to 2 then you can only transfer 2 Food or 2 Shields for 2 gold. Food would be too much if transferred by multiple cities and shields would be too few if transferred by a couple of cities. Really, the problem is with the Food allowing a city like Murmansk to grow to the size of a city like Moscow. I guess the simplest solution here would be to set a limit on the total amount of Food (and a seperate setting for Shields, that would logically be higher) that can be diverted to 1 city.
I keep hearing how Civ2 was so easy and exploitable.
I was. Civ3 is not as much so, but is more tedious; i.e. it's more time-consuming but not really that much more challenging. (And almost as boring --the long turns certainly don't help.)
...and there are many changes.
From the gameplay point of view, Civ3 is not a big improvement --I'm taking what the game needs and the time-frame involved into account, not just what was changed from Civ2. Certainly the function of Cities is one of the things that has been changed the least.
Just because players want it, doesn't mean it HAS to be in there.
Yes, that's up to the developer. But there is a degree of consences between player/developer --especially where CIV is concerned. If something will enhance gameplay (like diverting production) and do what other games don't (thus attracting more players = more sales), then there is little reason not to opt for new stuff. I think there is a degree of nostalgia invloved where anything really new, no matter how reasonable, will be rejected because it deviates from the original too much for civfanatics. Personally, I'm not a fantic of CIV, I'm just someone who likes a quality game, found one, and now has good reason to expect more of the same kind of innovative thinking that started it all. Unfortuately, Civ3 is not innovative. There is little in it that you can't find in other games, and plenty that isn't in it (that should be) that IS in other less innovative titles. Many players have asked for new stuff that is appropriate to this title but few have been satisfied (or they got a half-assed version of what they asked for). Whether budget constraints are to blame is debatable. But I don't want to get into this arguement as it has been done and this thread is only meant about the 'Diverting Production' concept --sorry for the rant.
Which city do you think will build every wonder?
This is due to the over-simplification of Wonders, not cities.
And what's wrong with your core cities building the units and sending them where they are needed? Why does that distant city NEED to produce military?
In the case of naval units, the need for this should be clear (see the Murmansk example). In other cases, it is more for infrastructure, like building an expensive improvement in a small city for instance.
You already can divert production to a certain extent.
That's a good one.
You would need to change the whole city production process.
Good thing you brought that up. What about counting the shields as 'diverted' before the change of turn? I'm sure Civ3's designers could come up witht the most appropriate solution --afterall that's what they're paid for.