I hope that Civ5 has something more natural for the economy. It always annoyed me that you could allocate a citizen to a river-bordering tile and magically get money just like you could farm a grassland tile for food. Commerce is a fundamentally different thing and deserves to be modeled that way
I'd like to see NO commerce until you have Currency and another reachable city to trade with (see below). No money at all until Currency. Instead, you allocate food to supporting specialists. Once you have Currency, you can acquire money, but the only activity that generates money (instead of transferring it) is commerce. You can't just have a citizen sitting there minting coins (don't get me started on inflation in Civ4), but you'll be able to pay a citizen to perform specific activities (depending on civics?).
Similarly, the magic trade routes in Civ4 were annoying. Why just those cities? Why those amounts? I assume they just had some magic, arbitrary formula that they tweaked for gameplay, but it was a potemkin feature; there was nothing behind it.
So what kinds of things would I want? A model for actual commerce in the sense of the exchange of goods and services. Cities at the ends benefit (one gets the good or service [possibly a resource], the other gets money). The amount of trade between two cities is partly dependent on how difficult it is to get from one to the other. Really far? There's no trade. Good roads? Great. Through an enemy's territory? Not so great. Lots of paths? Good. One choke point? Uh oh. An OK path might be one that goes through one coastal city to another. If those cities had harbors, the path would be better (cheaper and faster to transit with more benefits for the owners). Perhaps it's impossible for trade routes to go through territory nobody owns.
Cities along the transit paths accumulate some minor benefits depending on the how good the transit path is and how many. These could even take the form of autonomous (NPC) caravan units. As each one moves through a city (or city's territory?), it sheds some money. Each caravan might be flagged with the nationalities of the sending and receiving civilizations. You could try to plunder them, and annoy both those nationalities. You could even annoy the nation whose territory the caravan was passing through at the time if that nation had trade transit agreements with the others.
A choke point like Panama would accrue substantial benefits to a city placed there, but would diminish the quantity of trade. Thatwould be determined by the player controlling that choke point. You could let trade flow more freely at a lower cost, which might gain you diplomatic favor, or you could cut it off entirely ("closed borders?") as a weapon.
So what goods and services would transit? Well, maybe each citizen in a city has an identity (which could encompass religion, ethnicity, etc., but I digress). They have preferences for goods. They have some money that they spend on them. You as the dictator have needs as well. You want that Iron from Shanghai to be used in Beijing? Well, the act of moving the goods from place to place throws off commerce. Maybe you have to pay, too; I'm not sure how it all fits together really.
Also: no cottages/towns/whatever. Those were ridiculous. Useful game concepts, but still....
Come to think of it, I also don't like hammers being dependent on terrain. Resources come from terrain. Productivity is a function of labor (workers) and capital (improvements). But that's not for this post.
I'd like to see NO commerce until you have Currency and another reachable city to trade with (see below). No money at all until Currency. Instead, you allocate food to supporting specialists. Once you have Currency, you can acquire money, but the only activity that generates money (instead of transferring it) is commerce. You can't just have a citizen sitting there minting coins (don't get me started on inflation in Civ4), but you'll be able to pay a citizen to perform specific activities (depending on civics?).
Similarly, the magic trade routes in Civ4 were annoying. Why just those cities? Why those amounts? I assume they just had some magic, arbitrary formula that they tweaked for gameplay, but it was a potemkin feature; there was nothing behind it.
So what kinds of things would I want? A model for actual commerce in the sense of the exchange of goods and services. Cities at the ends benefit (one gets the good or service [possibly a resource], the other gets money). The amount of trade between two cities is partly dependent on how difficult it is to get from one to the other. Really far? There's no trade. Good roads? Great. Through an enemy's territory? Not so great. Lots of paths? Good. One choke point? Uh oh. An OK path might be one that goes through one coastal city to another. If those cities had harbors, the path would be better (cheaper and faster to transit with more benefits for the owners). Perhaps it's impossible for trade routes to go through territory nobody owns.
Cities along the transit paths accumulate some minor benefits depending on the how good the transit path is and how many. These could even take the form of autonomous (NPC) caravan units. As each one moves through a city (or city's territory?), it sheds some money. Each caravan might be flagged with the nationalities of the sending and receiving civilizations. You could try to plunder them, and annoy both those nationalities. You could even annoy the nation whose territory the caravan was passing through at the time if that nation had trade transit agreements with the others.
A choke point like Panama would accrue substantial benefits to a city placed there, but would diminish the quantity of trade. Thatwould be determined by the player controlling that choke point. You could let trade flow more freely at a lower cost, which might gain you diplomatic favor, or you could cut it off entirely ("closed borders?") as a weapon.
So what goods and services would transit? Well, maybe each citizen in a city has an identity (which could encompass religion, ethnicity, etc., but I digress). They have preferences for goods. They have some money that they spend on them. You as the dictator have needs as well. You want that Iron from Shanghai to be used in Beijing? Well, the act of moving the goods from place to place throws off commerce. Maybe you have to pay, too; I'm not sure how it all fits together really.
Also: no cottages/towns/whatever. Those were ridiculous. Useful game concepts, but still....
Come to think of it, I also don't like hammers being dependent on terrain. Resources come from terrain. Productivity is a function of labor (workers) and capital (improvements). But that's not for this post.