historix69
Emperor
- Joined
- Sep 30, 2008
- Messages
- 1,402
Just some ideas :
- Increase min distance between cities from 3 to 4 tiles to avoid cities blocking each others grow and allow cities to grow bigger
- Make population grow easier, e.g. bonus for fresh water, availability of different food resources
- Add all the Level 1 - buildings from districts to city center so that small cities have access to limited amount of science, culture, faith, military, ...
- Introduce districts at population of 10 instead of pop 1
- A district requires its Level 1 building in city center.
- All districts of a city must connect to the city center or another district of the city so that the city is not split and is visible as a unit. (Exception : Military Camp)
- Placing a district will culture-bomb "neutral" tiles around it.
- Each district should be able to build/upgrade his own (city) walls for protection (similar to camp now).
- Districts count as roads for the city owner -> 0,5 movement costs, bridges.
- Only worked resources will give yield and count for trade, happiness or as strategic resources.
- Only worked districts will give yield, bonus to the city and GPP (Great Person Points)
- All districts cost upkeep.
- No more flat GpT ...
- The market building (now in city center) will allow a trade-route for the city. (fixed to city)
- The Trade Route will start with limited range and maybe 2 stations and increase to large distance with more (but limited number of) stations (cities with markets) depending on trade network, tech and economic district.
- The Trade Route will collect a city income based on the number and type of resources and districts/wonders/buildings available in the cities it visits, including food, production, culture, faith, science, gold, happyness, ... (maybe 0.1 yield per ressource which can sum up to high yields when multiple instances of a resource are available along the trade-route. (with boni for resources which are not available in home town))
- Market / Economic district will also receive a similar income from all other trade routes passing through the city itself, e.g. 10% - 20% of their trade-route value which also can sum up.
- Gold income from trade will be calculated based on Gold yield (value) and number of all resources being produced in the city and variety of resources coming to the city via trade (e.g. maybe 10 different resources from trade = 10 GpT),
- Variety of luxuries from city + trade = adds to basic happiness in the city
- Variety of food from city + trade = basic health bonus in the city (maybe +5% per different resource), lowers the amount of food needed to grow population
- Variety of strategic resources from city + trade = basic production bonus in the city (maybe +5% per different resource)
- Faith, Science, Culture from Trade stimulate local specialists and give limited bonus of +5% to +25% to respective local production of F., S., C.
- The specialists working in the Economic district will provide a bonus of maybe 25% - 50% - 100% each on income from trade routes and the city's Gold tile yields depending on tech-level and economic buildings.
Adjacency bonus will be an additional % bonus to revenue, e.g. instead of 4 Gold now +20% city income.
- Production Districts
- No yield without specialists
- Specialists have production yields according to the district's adjacency value + yield of the district and buildings in the district, e.g. when a district has +4 adjacency bonus +6 building yield + 2 x 2 specialists' yield (sum 14), each specialist would now yield +7.
- Specialists will also provide a +25% production bonus for their specific profession, e.g. 2 specialists in shipyard would add some flat production and +50% to the city's production when building ships or doing a Great Admiral project.
Edit :
Examples for Trade :
- A City X with no fish ressource to work sends a trader on a route to cities A-B-C-D where the trader "collects" (among other goods) 5 units of fish (from 5 worked resources of fish) which count as 0,5 fish (0,1 per ressource). City X has an economic center with 2 specialists which gives 100% bonus resulting in 1 fish from the trade-route which gives +1 food to the city, +1 Gold revenue, a health bonus and adds the 1 fish to (secondary) market for other trade routes. City Y with no fish ressource to work sends a trader on a route to city X and gets 0,1 fish from (secondary) market spreading the fish health bonus to City Y, too ...
- City X works 3 resources of iron and sends a trader on a route to cities A-B-C-D where he adds 0,3 iron to each market for 0,3 Gold revenue when the city does not have an iron resource. If city X has an Economic district with 2 specialists, the revenue is doubled and may add up to 2.4 Gold (4 x 0.3 x 2). The cities A, B, C, D get an iron production bonus (maybe +5% to city production), 0.3 production (0.6 production when they have an Economic district worked by 2 specialists) and 0.3 Gold (0.6 Gold) as market tax income.
- An early civ like Rome might conquer / settle a couple of cities with variety of resources, build markets and traders there, send all the traders to Rome to give Rome lots of extra food + boni through the variety of resources now available on Rome's market. Rome will prosper and grow quickly. In return the trade routes will also bring the variety from Rome's market to their home city giving huge boni to growth, production, happiness, etc., too.
Note :
2nd market = a city offers resources aquired by trade-routes in sufficient quantity on its own market to other trade-routes
Calculating the 2nd market effect on trade might be a little bit tricky but should be possible by either calculating trade in several iterations each turn or by simply using for each city stored 2nd market data from the previous turn for current turn's trade calculation.
Edit :
- My ideas to trade routes are inspired by Civ 4 BtS (food-resources = health, corporations) and also Civ 5 BNW (trade routes) as well as some historical trade simulation games (Trade Empires, Patrician, Caesar, Anno, ...) and some books about economic history.
- Increase min distance between cities from 3 to 4 tiles to avoid cities blocking each others grow and allow cities to grow bigger
- Make population grow easier, e.g. bonus for fresh water, availability of different food resources
- Add all the Level 1 - buildings from districts to city center so that small cities have access to limited amount of science, culture, faith, military, ...
- Introduce districts at population of 10 instead of pop 1
- A district requires its Level 1 building in city center.
- All districts of a city must connect to the city center or another district of the city so that the city is not split and is visible as a unit. (Exception : Military Camp)
- Placing a district will culture-bomb "neutral" tiles around it.
- Each district should be able to build/upgrade his own (city) walls for protection (similar to camp now).
- Districts count as roads for the city owner -> 0,5 movement costs, bridges.
- Only worked resources will give yield and count for trade, happiness or as strategic resources.
- Only worked districts will give yield, bonus to the city and GPP (Great Person Points)
- All districts cost upkeep.
- No more flat GpT ...
- The market building (now in city center) will allow a trade-route for the city. (fixed to city)
- The Trade Route will start with limited range and maybe 2 stations and increase to large distance with more (but limited number of) stations (cities with markets) depending on trade network, tech and economic district.
- The Trade Route will collect a city income based on the number and type of resources and districts/wonders/buildings available in the cities it visits, including food, production, culture, faith, science, gold, happyness, ... (maybe 0.1 yield per ressource which can sum up to high yields when multiple instances of a resource are available along the trade-route. (with boni for resources which are not available in home town))
- Market / Economic district will also receive a similar income from all other trade routes passing through the city itself, e.g. 10% - 20% of their trade-route value which also can sum up.
- Gold income from trade will be calculated based on Gold yield (value) and number of all resources being produced in the city and variety of resources coming to the city via trade (e.g. maybe 10 different resources from trade = 10 GpT),
- Variety of luxuries from city + trade = adds to basic happiness in the city
- Variety of food from city + trade = basic health bonus in the city (maybe +5% per different resource), lowers the amount of food needed to grow population
- Variety of strategic resources from city + trade = basic production bonus in the city (maybe +5% per different resource)
- Faith, Science, Culture from Trade stimulate local specialists and give limited bonus of +5% to +25% to respective local production of F., S., C.
- The specialists working in the Economic district will provide a bonus of maybe 25% - 50% - 100% each on income from trade routes and the city's Gold tile yields depending on tech-level and economic buildings.
Adjacency bonus will be an additional % bonus to revenue, e.g. instead of 4 Gold now +20% city income.
- Production Districts
- No yield without specialists
- Specialists have production yields according to the district's adjacency value + yield of the district and buildings in the district, e.g. when a district has +4 adjacency bonus +6 building yield + 2 x 2 specialists' yield (sum 14), each specialist would now yield +7.
- Specialists will also provide a +25% production bonus for their specific profession, e.g. 2 specialists in shipyard would add some flat production and +50% to the city's production when building ships or doing a Great Admiral project.
Edit :
Examples for Trade :
- A City X with no fish ressource to work sends a trader on a route to cities A-B-C-D where the trader "collects" (among other goods) 5 units of fish (from 5 worked resources of fish) which count as 0,5 fish (0,1 per ressource). City X has an economic center with 2 specialists which gives 100% bonus resulting in 1 fish from the trade-route which gives +1 food to the city, +1 Gold revenue, a health bonus and adds the 1 fish to (secondary) market for other trade routes. City Y with no fish ressource to work sends a trader on a route to city X and gets 0,1 fish from (secondary) market spreading the fish health bonus to City Y, too ...
- City X works 3 resources of iron and sends a trader on a route to cities A-B-C-D where he adds 0,3 iron to each market for 0,3 Gold revenue when the city does not have an iron resource. If city X has an Economic district with 2 specialists, the revenue is doubled and may add up to 2.4 Gold (4 x 0.3 x 2). The cities A, B, C, D get an iron production bonus (maybe +5% to city production), 0.3 production (0.6 production when they have an Economic district worked by 2 specialists) and 0.3 Gold (0.6 Gold) as market tax income.
- An early civ like Rome might conquer / settle a couple of cities with variety of resources, build markets and traders there, send all the traders to Rome to give Rome lots of extra food + boni through the variety of resources now available on Rome's market. Rome will prosper and grow quickly. In return the trade routes will also bring the variety from Rome's market to their home city giving huge boni to growth, production, happiness, etc., too.
Note :
2nd market = a city offers resources aquired by trade-routes in sufficient quantity on its own market to other trade-routes
Calculating the 2nd market effect on trade might be a little bit tricky but should be possible by either calculating trade in several iterations each turn or by simply using for each city stored 2nd market data from the previous turn for current turn's trade calculation.
Edit :
- My ideas to trade routes are inspired by Civ 4 BtS (food-resources = health, corporations) and also Civ 5 BNW (trade routes) as well as some historical trade simulation games (Trade Empires, Patrician, Caesar, Anno, ...) and some books about economic history.
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