Originally posted by fephisto
colonies, I think a really good idea is that:
1.)You could build a colony on any land spot and assign the shields and food and wealth made in that colony to a certain city *-1 to the food so the colonists will be eating something maybe*
I think you're on to something, the whole farmers/mapworkers/colonies/publicwork thing is dumb the way it is. I think we need to combine the three concepts. Here's how I think it could work: first get rid of colonies, then get rid of the farmers. now take this idea from
fephisto and modify it. there's a slight problem with his suggestion, that's that if it was put in I'd send in a SOTD where I only have one city but am working every square on the continent...
now to fix this, first have the workers take two food like everyone else, second have the efficency of the workers drop off exponentally with the path length(number of moovment points) it would take to get back to the city centre. because they do need to get back to the city.
so whenever you need it you can grab on of these workers and tell him, build a road there or whatever.
The other beauty is that this way the radius of squares that can be worked depends only on terrain and your road system, and the quality of those roads. I've never understood how having a temple in a city allowes the workers to work on the other side of the mouantians.
workers that aren't out farming just stay in the city centre and do whatever their job is, this way seige warfare is more effective, because when you see that army coming you have to pull the workers out of the fields, not just the ones who are making roads and irrigation. of course this would mean that moovment would always have to cost something, none of this stupidity with the railroads.
by quality of roads I mean that, except for the roman kind (maybe they built the wonder that lets you build good roads before the tech is available), ancient roads weren't anything like the modern superhighways. to represent this you could have the old roads cost 1/3 of what the move would have costed, not just 1/3 of a point..
and for city sizes just have every worker count as working for the closest(pathwise) city. of course I'm sour you could lock certian workers to certian cities
this will also work for seaside cities, just have it cost the workers a lot of move to get into the water unless they are mooving in from a square with a city with a harbour. so unless you have a harbour the path length to the city is large so efficency is low, and this will also act as as the very early boats I've heard a few people ask about. just don't let the "fishing boats" go into noncostal water without appropriate tech.
and I know it would clutter up the map. just have the visibility of the farmers toggleable.
what do you think?