Nimek
Emperor
- Joined
- Jul 7, 2010
- Messages
- 1,208
After discussion with SO that we need more new concepts I started to think about our specialist system that we can make it more like colonization style.
In colonization evey person in city have a proffesion. we can adopt this idee in simplified form. So in Civ some proffesions are covered by city worked tiles.
Proffesions covered by City worked tiles
Farmer (from farm)
Fishermen (from fishing boats, whealing boats)
Lumberjack (form lumbercamp, lubermill etc, woodcutters guild)
Miner (from mine and quarry)
Plantator (from plantation)
Shepherd (from pasture)
Orchardman (from orchard)
Miller (from water mill, wind mill)
Energeticist (from solar panels, windtraps,geotermal factory)
oil/gas harvester (from offshore platform, oil wheel etc)
hunter (from hunting camps)
Other specializations
priest (religion worker, clerks guild) - maybe cleric will be better name
spy
engineer (design new things)
artist (artist guild)
merchant (trade things, drapers guild, mercers guild, grocers guild, fishmonger guild, victuallers guild)
doctor (healthcare worker - apothecary guild)
sciencetist (science worker)
enterteiner (enterteinment property)
tanner (from tannery)
printer ()
journalist (news worker)
broker (financial products merchant)
statesman (administration worker)
lawyer (judiciary worker)
teacher (education worker)
guard/police (anti crime specialist)
firefighter (anti flammability)
ecologist (anti air i water pollution)
baker(beakers guild)
blacksmith (blacksmith guild)
butcher (butchers guild)
carpanter (carpanters guild)
tailor (tailors guild)
potter (potters guild)
mason/builder (masons guild)
goldsmith/banker (goldsmiths guild)
programmer
unskilled worker
uneployed citizen
To make other specilaist on right site to become opulation proffesion we should use two tags
<freeSpecialistType>
<employCitizen> //added by Affores i AND times
So for example Forge will employ one citizen and gives one craftsman (new specialist type) and also add place for another one optional workplace. We can tweak alot of buildings in taht way so in reality none will give frre specialist becaust its number will be balanced by employ citizen tag so example factory will give 3 craftsman but emplo 3 citizens. (I dont like free specialist tag itself because no workforce comes from thin air)
Then we can change curren citizen specialist as uneployed citizen that will give crime, unhapinnes so uneploymed will become a problem.
Benefits of this system
New concept with only XML modding
NO more required city size tag needed -player will decide is he have enought workforce to some buildings
Uneployment will cause revolution and mass unhapiness like in real modern world
In colonization evey person in city have a proffesion. we can adopt this idee in simplified form. So in Civ some proffesions are covered by city worked tiles.
Proffesions covered by City worked tiles
Farmer (from farm)
Fishermen (from fishing boats, whealing boats)
Lumberjack (form lumbercamp, lubermill etc, woodcutters guild)
Miner (from mine and quarry)
Plantator (from plantation)
Shepherd (from pasture)
Orchardman (from orchard)
Miller (from water mill, wind mill)
Energeticist (from solar panels, windtraps,geotermal factory)
oil/gas harvester (from offshore platform, oil wheel etc)
hunter (from hunting camps)
Other specializations
priest (religion worker, clerks guild) - maybe cleric will be better name
spy
engineer (design new things)
artist (artist guild)
merchant (trade things, drapers guild, mercers guild, grocers guild, fishmonger guild, victuallers guild)
doctor (healthcare worker - apothecary guild)
sciencetist (science worker)
enterteiner (enterteinment property)
tanner (from tannery)
printer ()
journalist (news worker)
broker (financial products merchant)
statesman (administration worker)
lawyer (judiciary worker)
teacher (education worker)
guard/police (anti crime specialist)
firefighter (anti flammability)
ecologist (anti air i water pollution)
baker(beakers guild)
blacksmith (blacksmith guild)
butcher (butchers guild)
carpanter (carpanters guild)
tailor (tailors guild)
potter (potters guild)
mason/builder (masons guild)
goldsmith/banker (goldsmiths guild)
programmer
unskilled worker
uneployed citizen
To make other specilaist on right site to become opulation proffesion we should use two tags
<freeSpecialistType>
<employCitizen> //added by Affores i AND times
So for example Forge will employ one citizen and gives one craftsman (new specialist type) and also add place for another one optional workplace. We can tweak alot of buildings in taht way so in reality none will give frre specialist becaust its number will be balanced by employ citizen tag so example factory will give 3 craftsman but emplo 3 citizens. (I dont like free specialist tag itself because no workforce comes from thin air)
Then we can change curren citizen specialist as uneployed citizen that will give crime, unhapinnes so uneploymed will become a problem.
Benefits of this system
New concept with only XML modding
NO more required city size tag needed -player will decide is he have enought workforce to some buildings
Uneployment will cause revolution and mass unhapiness like in real modern world