Doc Tsiolkovski said:
The reasons why I strongly oppose this one and the CtP style Worker automation isn't that I love MM that much. The reason is game balance:
A breadbasket city... Civ2 had something like that (at least 1fpt export). I seriously doubt a strategic planing of such an extent could be teached to a TBS AI within the next decade.
CtP Worker distribution: The opposite. Either the AI is completely inept like in CtP, or the human won't ever be able to compete with the AI (or The City Governor) here. With the Civ3 type Workers, he can - by long-term planning.
The real problem with TBS AIs is to find the proper 'power': it needs to be strong enough to be challenging; OTOH, the game needs to contain elements were the human can learn to outperform it (and not, outperform it by default) - eitherwise it's no fun to play at all.
I, too, don't want to sound harsh. But, anyone wishing for a game with no need to ever open the city screen, to ever improve the terrain with his 'own' hands - in other words, to not bother with city level choices at all: Play Diplomacy.
I have to humbly disagree. While I'm already there, I have to disagree completely...
Distribution of food could easily been done, given that some concepts would be changed (which would make the whole more realistic, anyway...)
1) Population growth doesn't depend on the absolute food available, anymore. It would depend on the "necessary" food available, though. What does this mean?
Spoken in terms of Civ3, a pophead would reproduce every 10 turns. That means, 10 popheads would reproduce this new pophead every turn - under the assumption, that enough food for 11 pops would be available.
This is realistic, as you don't have more children, just because you have a bigger food store the next block. But
more people have
more children, causing more population - if both can survive.
2) Any food produced but not consumed in your city, goes to the national "basket" or pool. From there, it will be distributed to cities which lack food. Let's assume you have a surplus of 5 food and 3 cities, which lack it. They would get the food needed due to internal (automatic distribution).
In case you would have 3 surplus and 5 cities running short (which by the way, could then only be caused by military actions or other forms of loosing territory, thus reducing MM further), the cities with the highest impact of having a shortage would get it (under the assumption that starving causes unhappiness - again, this is a concept which currently is missing in the game).
Easy to calculate, and
no need for micro-management at all. The pre-requisite for distribution would be a road or ship or air connection, obviously.
3) This would make for more accurate city placing. You could have the farm areas, and the industrial areas as well. Cities like New York, Tokyo, Paris, Berlin completely are dependant on food coming from outside of their city limits.
There would be less benefit of concepts like OCP as well, thus lowering the "exploitive" factors.
So, this in turn would mean
much more realism in the game.
4) It doesn't seem so complicated to make the AI identify bonus ressources. A tile with wheat or any other bonus ressource is easily to identify for both, the human player and the AI. The AI then even could handle modded ressources more easily and wouldn't fail to place the cities in an "optimal" way, anymore.
About the public working system as of CtP2:
You (and the AI) would determine, where to improve a given tile. But, you don't send a worker to it, it will be improved by the "PW-quantity" available per turn.
Let's assume that each improvement would require 10 virtual PW-"hammers" per turn, which are provided by the percentual rate of your cities' productions being allocated to the national pool.
Now, we assume that the national pool will be filled by 120 "PW-hammers" per turn. Then you just could improve 12 tiles, simultenaously. You couldn't allocate a 13th tile, then. What is realistic, once more. And what doesn't differ that much from the worker concept, except for having to manouvre them manually around.
The respective improvement could require different totals, though. Maybe a "standard irrigation" would "cost" 60 "PW-hammers", so it would take 6 turns to get it. A "standard road" would require let's say 40 "hammers", a railroad 100 and so on (all numbers just for display).
This would be very easy to understand, it would definetely require less micro-management and I don't see a major difficulty for the programming.
Voila!
