[Idea] Colonization style specialist types - workplaces

Nimek

Emperor
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Jul 7, 2010
Messages
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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
 
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 every person in city have a profession. we can adopt this idee in simplified form. So in Civ some professions are covered by city worked tiles.

Professions covered by City worked tiles

Farmer
Fishermen
Lumberjack
Miner
Pasture
shepherd

To make other specialist on right site to become population profession we should use two tags

<freeSpecialistType>
<employCitizen> //added by Afforess 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 that way so in reality none will give free specialist because 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 current citizen specialist as unemployed citizen that will give crime, unhappiness so unemployed 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 enough workforce to some buildings
Unemployment will cause revolution and mass unhappiness like in real modern world

Now your talkin';)
 
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
Fishermen
Lumberjack
Miner
Pasture
shepherd

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

I like the idea, but it's slightly fanciful to say:
New concept with only XML modding
Is the AI for it going to somehow miraculously be in the XML?

Having said that, the AI code for it would be fairly easy (evaluate the value of current worst citizen usage and subtract that from value of provided specialist for each specialist - do this for ever buildable building as part of the building evaluation). However, it would be an extra performance overhead on buildings - probably not terribly high, but hard to say for sure.
 
Is the AI for it going to somehow miraculously be in the XML?

See guys, there is ALWAYS a catch to stuff!!!!:eek: Thats why i have stuff that is like 2 to 3 years old, just waiting yet:blush:
 
@koshling

I hoped that Affores added ai for employ citizen tag.
 
Until someone updates the main interface python we can't have more specialists. heck we already have two in there that are not being displayed correctly.
 
Do you think you could import Colonization code so that the AI can be suddenly and miraculously be in the XML?

Still, I think this will be a quite hard and laborious process, plus it'll make C2C quite.. unusual.
 
@DH

We can remove resources from first to second tab as temporary solution. Specialist count by Platyping will be part of BAT 5.0 so maybe it will be simpler to merge it from there.

So lets decide what buldings in what quantity will employ citizens and please add craftsman specialist type.

After we will have entire proffesion structure of our civ society implemented we could add concepts related to labor unions, workers protests, corruption etc.
 
We don't use BAT and I have not managed to get us converted to BUG 4.4 yet. I need to back out the changes I did to one of the files (Victory Screen) and start again on it again. Plus the Main Interface one. I just don't have the time or inclination to do so at the moment due to RL.
 
In first post i listed profesion types covered by worked improved tiles

Farmer (from farm)
Fishermen (from fishing boats, whealing boats)
Lumberjack (form lumbercamp, lubermill etc)
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)

I posted all or i missed something. I want to have them all because i have some idea related to them.
 
maybe specializations need to be wider?

like :
Supply (farmer\herder\fisherman)
Technician
War-relaten
Crafters
Resource-gathering (gatherer \ miner\ lumberjack)

??
 
@modders

Can someone pleaseaAdd new tag for buildings requested ew times before that alters city specialist bonuses (similar to civic tag that adds for ex +1 :culture: to priest).
 
Having many different professions in Civ4Colonization is mainly interesting because you have many different yields that are often manufactured to different yields again.

e.g.
Iron Ore -> Tools / Weapons
Tobacco -> Cigars
Cotton -> Cloth
Cloth + Indigo -> Coloured Cloth
Cattle -> Food + Hides
Hides -> Leather
...

The System of Economy and Transportation is the fundamental difference between Civ4Col and Civ4BTS.

------

Considering technologies the two games share the same base.

Adapting Civ4BTS features to Civ4Col has been done several times.
So it is definitely also possible the other way around.

It is simply a question how far you want to go with this.
(Meaning how much effort you want to put into it.)

AI is for sure the most tricky aspect.

------

Also, you should consider if you really want to implement something like that.
It would be a very different gameplay.
 
@raystuttgart

In C2C we going in tp details. we have a lot of resources and expanded economy system. Adding citizens proffesions is only the next step.
 
@modders

Can someone pleaseaAdd new tag for buildings requested ew times before that alters city specialist bonuses (similar to civic tag that adds for ex +1 :culture: to priest).

I believe I did this... Don't have time to give much info but for further information take a look at the Team Projects Committed thread a little while back.
 
@TB

Can you add new tag for improvements to give free specialist in city.
Code will be similar to buildings that provide free specialist.

For example worked farm improvement will give free farmer specialist.
 
More information would be needed.

You could put such a tag on the improvement itself but I presume you mean you want the tag on buildings? We already have the one that say, the Fisherman's hut is utilizing... but it sounds like you want one that gives a specified free specialist TYPE for each worked improvement of a particular TYPE.

That's the kind of tag that makes me groan to do but I do have the ability. Tell me more about the plan you have with the tag, and the reason this should be a priority right now... or would you be happy to let me fit this in when I can down the road?

There MIGHT be another way to do what you're really wanting to as well...
 
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