Post combustion farmers have had to have an increasing amount of skills to effectivly do their jobs. My great great grandfather farmed and he could take good metal and forge it into machinery from scratch. More commonoly modern farmers have extensive mecahnical repair skills and more and more seem to have more extensive knowledge of biology to make decitions on planting what when in what type of soil when there has been so much moisture and the land has been sewn for so many years without being fallow. From there you can get into soil testing ect...
Anyway, obviously there wouldnt be any benifit from skilled farmers before even the knowledgable knew about some of these things, but even there there would have to be a shift from unskilled to mechanically skilled to scientifically skilled over time.
Youre obvious basic labour classes would be what? Oppressed slaves, slaves, some kind of standard citiczin , skilled labourors (engineers, accountants), some sort or artist\philosipher\storyteller class (that reduces food\hammer\commerce production but adds to science or culture) and some sort of aristocracy class that eventually turns into a highly skilled class.
Hmm, something like
Farm\Wheat\Grassland, 5 Food
Worked with Slave\Opressed\Standard Citicin, 5 Food, but oppressed only need 1 food per turn upkeep, and standard slaves dont add to city maintince costs.
Worked with artist 4 food 2 culture 1 science
Worked by philosipher 4 food 3 science
Worked by skilled labour and after machinery tech 5 food 2 commerce
Worked by specialit labour post biology tech 6 food 2 commerce.
No benifit for putting a machinist on a farm tile before machinery, but you might have to do it if thats the kind of citicin you have and you need to switch on the fly from hammers to food (due to unhealthyness or need for growth or bad planning)
Anything above the regular citicin level adds to upkeep (not 1 commerce per level, more like .1 commerce per pop per level, so a skilled labour on the farm would cost .2 and add 2 to the plot)
Its off the top of my head, but thats kind of whats in my mind for the idea you described.
Anyway, obviously there wouldnt be any benifit from skilled farmers before even the knowledgable knew about some of these things, but even there there would have to be a shift from unskilled to mechanically skilled to scientifically skilled over time.
Youre obvious basic labour classes would be what? Oppressed slaves, slaves, some kind of standard citiczin , skilled labourors (engineers, accountants), some sort or artist\philosipher\storyteller class (that reduces food\hammer\commerce production but adds to science or culture) and some sort of aristocracy class that eventually turns into a highly skilled class.
Hmm, something like
Farm\Wheat\Grassland, 5 Food
Worked with Slave\Opressed\Standard Citicin, 5 Food, but oppressed only need 1 food per turn upkeep, and standard slaves dont add to city maintince costs.
Worked with artist 4 food 2 culture 1 science
Worked by philosipher 4 food 3 science
Worked by skilled labour and after machinery tech 5 food 2 commerce
Worked by specialit labour post biology tech 6 food 2 commerce.
No benifit for putting a machinist on a farm tile before machinery, but you might have to do it if thats the kind of citicin you have and you need to switch on the fly from hammers to food (due to unhealthyness or need for growth or bad planning)
Anything above the regular citicin level adds to upkeep (not 1 commerce per level, more like .1 commerce per pop per level, so a skilled labour on the farm would cost .2 and add 2 to the plot)
Its off the top of my head, but thats kind of whats in my mind for the idea you described.