ShadowWarrior
Prince
- Joined
- Jun 7, 2001
- Messages
- 411
Here is my idea for city specialists
City specialists can be staffed in any kind of city improvements such as zoo, library, and mkt. The only upper limit to the number of city specialists that can be staffed in these improvements is the food requirement. City specialists staffed in improvements will accumulate points each turn. When certain number of points have been accumulated, it will unlock some kind of bonus effect for the particular improvement in which that specialists is staffed.
For example, each specialist will accumulate two points each turn. If I staff two specialists in a library, they will accumulate 4 points each turn. When 30 points have been accumulated, a bonus effect will be unlocked for this library. The bonus effect could be that the library is free of maintenance cost.
For the next library bonus effect to be unlocked, 60 points have to be accumulated. The next library bonus might be that hte library will contribute to 5 more beakers.
Subsequent bonus effect will be more and more expensive (just like social policies), but the bonus effect will also become more and more powerful.
All city improvements can staff specialists. So zoo, colloseum, barracks, wall, and lighthouse can all staff city specialists. The first bonus for city wall may be that the wall is stronger. The second city wall bonus maybe that the city can attack twice per turn instead of just one. A barrack bonus may result in ranged units produced in this particular city having higher attack points than their default.
The key to making this game fun with this idea is that we need to be creative with the bonus. Bonus can be generic straight forward bonus like adding 10 beakers or three gold. But bonus can also be more indirect. For example, the third library bonus may grant 25 percent reduction in beaker research cost for all technologies that have already been discovered by two other civilizations. The fourth barrack bonus may allow this city to produce ranged units that have less and less maintenance cost. The conversion rate of hammers to gold maybe favorably increased with the second bank bonus.
Bonus should be somewhat conditional. For example, the third bonus for library is that each trade route originating from this city add 5 more beakers. Well, this bonus has meaning only if this city has trade routes. We players will then have to make a choice. Do we want to concentrate all our trade routes at this city? If we do, then we will get a huge boost in beaker production. But what if we have another city that currently has unlocked a market bonus which effectively increases gold output of that city by 25 more percent. In that case, its not a bad idea for us to concentrate all our trade route in that city instead of this library city. So we have to make a strategic choice.
Bonus should not just be conditional. Bonus should be different from game to game and we would never know what kind of bonus we will have. The first library bonus for City A in game A may be free maintenance cost. The first library bonus for City B in game A maybe the addition of two more beakers. The first library bonus for City A in game B maybe a totally different type of bonus. This randomness creates more replayability.
Bonus should also be conditional on geography. For example, the first granary bonus will add one more food to all worked farms that are located on grassland. But worked farms on flood plains or plains will not have any food bonus. The first lighthouse bonus will add one more food to worked fish resources.
This should be an interesting feature. We essentially have to make a choice between tall and wide for each of our cities. We can go for tall growth in our city, but the specialists we staff in our city's improvements means that there is less food production, unless you are staffing the specialists in the granary. But then again, who says that granary must generate food bonus? Maybe the granary bonus you end up with in a particular game is related to gold, not food. For example, one granary bonus maybe that each domestic food transfer route that originate in this city will add two gold. In another word, if this city with this particular granary bonus transfer food to another city within the same empire using trade route, this trade route will generate two gold for this originating city. This city, then, gets gold bonus, but no food bonus.
Let me know what you think
City specialists can be staffed in any kind of city improvements such as zoo, library, and mkt. The only upper limit to the number of city specialists that can be staffed in these improvements is the food requirement. City specialists staffed in improvements will accumulate points each turn. When certain number of points have been accumulated, it will unlock some kind of bonus effect for the particular improvement in which that specialists is staffed.
For example, each specialist will accumulate two points each turn. If I staff two specialists in a library, they will accumulate 4 points each turn. When 30 points have been accumulated, a bonus effect will be unlocked for this library. The bonus effect could be that the library is free of maintenance cost.
For the next library bonus effect to be unlocked, 60 points have to be accumulated. The next library bonus might be that hte library will contribute to 5 more beakers.
Subsequent bonus effect will be more and more expensive (just like social policies), but the bonus effect will also become more and more powerful.
All city improvements can staff specialists. So zoo, colloseum, barracks, wall, and lighthouse can all staff city specialists. The first bonus for city wall may be that the wall is stronger. The second city wall bonus maybe that the city can attack twice per turn instead of just one. A barrack bonus may result in ranged units produced in this particular city having higher attack points than their default.
The key to making this game fun with this idea is that we need to be creative with the bonus. Bonus can be generic straight forward bonus like adding 10 beakers or three gold. But bonus can also be more indirect. For example, the third library bonus may grant 25 percent reduction in beaker research cost for all technologies that have already been discovered by two other civilizations. The fourth barrack bonus may allow this city to produce ranged units that have less and less maintenance cost. The conversion rate of hammers to gold maybe favorably increased with the second bank bonus.
Bonus should be somewhat conditional. For example, the third bonus for library is that each trade route originating from this city add 5 more beakers. Well, this bonus has meaning only if this city has trade routes. We players will then have to make a choice. Do we want to concentrate all our trade routes at this city? If we do, then we will get a huge boost in beaker production. But what if we have another city that currently has unlocked a market bonus which effectively increases gold output of that city by 25 more percent. In that case, its not a bad idea for us to concentrate all our trade route in that city instead of this library city. So we have to make a strategic choice.
Bonus should not just be conditional. Bonus should be different from game to game and we would never know what kind of bonus we will have. The first library bonus for City A in game A may be free maintenance cost. The first library bonus for City B in game A maybe the addition of two more beakers. The first library bonus for City A in game B maybe a totally different type of bonus. This randomness creates more replayability.
Bonus should also be conditional on geography. For example, the first granary bonus will add one more food to all worked farms that are located on grassland. But worked farms on flood plains or plains will not have any food bonus. The first lighthouse bonus will add one more food to worked fish resources.
This should be an interesting feature. We essentially have to make a choice between tall and wide for each of our cities. We can go for tall growth in our city, but the specialists we staff in our city's improvements means that there is less food production, unless you are staffing the specialists in the granary. But then again, who says that granary must generate food bonus? Maybe the granary bonus you end up with in a particular game is related to gold, not food. For example, one granary bonus maybe that each domestic food transfer route that originate in this city will add two gold. In another word, if this city with this particular granary bonus transfer food to another city within the same empire using trade route, this trade route will generate two gold for this originating city. This city, then, gets gold bonus, but no food bonus.
Let me know what you think