Gold Rush

*chuckle* I recall a number of your other posts, very emphatic to bring realism to Civ :-)
Civ has its problems obviously, but its a very good game *grin*
I think it does a pretty good job of real/simulated/and game mechanics, there is a fine line that it cuts, decently, for the most part. On the other side of the line is a "SIM" - I think most CIVFanatics would agree they don't want CIV to be a sim.
 
Moderator Action: I merged the posts from the previous thread to this topic, since this wasn't as related to floodplains and deserts. I also moved it to the Ideas and Suggestions forum, since it's not exactly about Civ4 right now. A few posts that linked to the old thread (before it was merged) were also deleted.

Let me know if you want anything else done. :)
 
Let me know if you want anything else done. :)

I think it might be good to post something in the Floodplains and Desert thread about this being moved and put a link to this thread there. That way someone wont find the thread and start another discussion on gold rushes in that thread. Also post something at the beginning of this thread that says that it was moved because Clam Spammer's post that "started" this thread doesn't seem like a opening post and might not make sense to people reading this. There is a few posts in Floodplains/desert that led to this discussion that weren't included because there were unrelated posts in between them. Thanks Ginger_Ale :)
 
Back to gold rushes,
How about if once the mine was built on the gold and a road was connected to it, then the gold rush started. It would cause the gold tile to produce twice as much commerce for 8 turns. Also, 1 population would come from every other city on the continent that belongs to you to this city. I don't think that the pop should be temporary because, as an example, California is still a hugely populated state as a result of the gold rush.
 
You skipped two eras! Rennaissaince and industrial. That does sound like a good idea, though. Maybe certain techs could trigger or obsolete certian types of rushes. Plastics could obsolete a gold rush. Mining could trigger it. Masonry could trigger a marble rush (not sure if those existed or not.) And that could be obsolete with assembly line perhaps? The food resources, I think, should not cause rushes. They already have such a huge effect on early growth. Also, perhaps, after the rush, the resource is removed from the game. If this is the case, then the probability of a mine to discover new resources should be increased.
 
I think government type should be a factor in a "gold rush".

The American territories gold rushes occurred in large part because the territories were largely unsettled and the fact that America is an open society.

However, under a communist or tyrannical regime, the common person would not have even known about it, and any existing settlements in the area would likely be wiped out.

Also many boom towns went bust, so that should also be incorporated.
 
I like the idea of era specific "rushes".

Ancient: Probably either stone or grain.
Classical: Marble
Middle Ages: Gold
Modern: OIL!

Renaissance : gold

Industrial: Coal

Middle Ages: Iron or some metal. remember middle ages was time of depression kinda.

Future: Uranium.
 
The concept I'm most interested in, is gold rush effects and era specific random events that cause a type of localized Golden Age.
I believe Industrial Era is a revolution all its own with new units coming of age. While the Industrial/Modern enable corporations which push the boundaries of growth.

As I've stated previously, extrapolating a neat idea too far just turns it into another game mechanic.

Though I suppose when the code is enabled, people can /do with/expand upon/ it as they wish :-)
 
Wasn't the CA gold rush in the early industrial era? And why would there be a coal rush before railroads?

Coal for factories. Railroads may not have4 been big in US till 1850s, but they were popular in Britain in the 1820s and 1830s which was experiencing an industrial revolution at that time. the coal would have powered the steam engines that drove the factories.
 
@buffalo6542,

Even if they used coal in factories, (which in the game aren't allowed until assembly line) I would argue that it probably wouldn't be valuable enough to cause a rush until railroads.

Also I think we need a name for the ''gold rush'' that now can refer to many other resources, too. It is to confusing to have the term rush refer to two very different things. Any ideas?
 
To me, "Gold Rush" means that when the event pops off a new resource, you should get a boom in that city. I'd give a temporary Food bonus to that city to stimulate growth, and let the bonus peter out. Once it's gone, if there's not enough food to support the new population, then it melts away and the boom is over, while you got a temporary improvement to your city. If you rush some Workers in there to do some farming, you might be able to keep some of those extra people.

Food doesn't represent JUST FOOD in this game, it also represents immigration, birth rate, and even government sponsorship to move somewhere. Why not massive immigration for a short period?

I'd say +8 Food and have the bonus start leaking away 1 Food per turn after 4 turns.
 
To me, "Gold Rush" means that when the even pops of a new resource, you should get a boom in that city. I'd give a temporary Food bonus to that city to stimulate growth, and let the bonus peter out. Once it's gone, if there's not enough food to support the new population, then it melts away and the boom is over, while you got a temporary improvement to your city. If you rush some Workers in there to do some farming, you might be able to keep some of those extra people.

Food doesn't represent JUST FOOD in this game, it also represents immigration, birth rate, and even government sponsorship to move somewhere. Why not massive immigration for a short period?

I'd say +8 Food and have the bonus start leaking away 1 Food per turn after 4 turns.

What about the economic bonus? It seems like the gold mines should produce double or even triple gold for 5-10 turns(random) along with the food bonus and then the gold dissapears from the mine as soon as it's done. Also, would the people migrate from other cities? Maybe growth could be stalled in every other city on the continent that belongs to you and the food is given to that city. Then after five turns only half the food would go to the city. This would replace the +8 food.
 
Pulling people (or Food) out of other cities might work if it's something like 1 Food per city within a certain distance, and that Food goes to the booming city, and slowly leaks away. Even take it from foreign cities, if they're close enough and some Civic doesn't prevent it (Police State?). I'm a bit hesitant to take from other cities, though. I'm hesitant to mess with Food at all, except as a temporary growth bonus in a single city. (I dislike SP's food bonus - what if I have to go Env? I also dislike the possibility of a Corp losing Food, so I usually leave a buffer.)

I really don't think the Commerce bonus is necessary with that influx of people, but you could be right - some people might not think it was a very good Event otherwise.
 
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