Khan Quest
Prince
Disclaimer: Unfortunately I rarely have time to read posts and sometimes go days or weeks without reading posts. That said, I apologize if someone has suggested this idea already. If you have please post a thread so I (and others) can read it.
Disclaimer 2: I know this idea oozes with MM, but I still think it is a good one. Perhaps you could suggest ways to implement the idea and reduce the MM.
We all know that a city improvement represents an institution. E.g., when you build a Library, it is not a single building with some books in it, it represents a method of scholars gathering, storing and sharing information. This single building is a convenient way for the game to represent the improvement, but I would like to see a more gradual transition than the abrupt OK, a library is built, you suddenly get 3 culture and 50% science bonus.
Institutions
Libraries, Universities and Research Labs, for example, would become the institution Education. Improvements would be built in steps, say 4 or 5 steps (levels) to achieve the equivalence of the civ3 benefit. Here is an example for education.
See edu.bmp
The improvement benefit should be linear (in most cases), but the cost should be exponential. Achieving higher levels would get very expensive until a new tech is discovered, resetting the curve and cost. One pricing scheme I came up with looks pretty good, heres the formula:
(Civ3_Cost / 40 ) * [10 + (2 ^ (Level -1)) * ((Level -1) ^ 0.0000001)]
For a Civ3 cost of 40 shields (such as a barracks):
See cost.bmp
When a new tech is discovered that allows new development in the same institution, the lesser cost of the two (or more) improvements would be used.
The act of building the institution would have immediate affect. If at least one shield is allocated to building an institution, the city will receive half the benefit of the next level. Example, if Education were at level 2, building toward level 3 would result in a science bonus of 35% and culture of 1.5. Transference of shields would have to go back to the loss of half (rounding up) to prevent exploits.
Sliders would be used to allocate your shield spending. Each buildable institution would have its own slider and shield box. There would be additional sliders for military units, wonders, ss components, etc.
A wonder that provides buildings, like Sun Tzu, would put the effective level of the institution four levels higher.
Power Plants
Since there are four types of power plants, any combination of these may be built. There ought to be a way to upgrade to cleaner power plants.
Military
More military institution technologies would be needed. Maybe at Chivalry (Tournaments or something) and again at Military Tradition (War games?).
There could be some level of synergy between military improvements. E.g., you have a level 2 barracks, so a level 1harbor and airport are 10% cheaper.
Commerce/Finance
After, say 4 level of Commerce (Marketplace) have been replaced, it could split into two institutions: Commerce and Finance.
Finance would be Banks, Stock Exchanges and maybe a new one, Venture Capital.
Commerce would require new techs. How to describe this? There was a time when, if you wanted something new, youd have to order it made. You would go to the potter and order a mug. Craftsmen didnt have stock, everything was made as needed, until some time in the middle ages. Now, the potter can say Let me interest you in this fine, matching set of dining ware Maybe warehousing or guilds or something. Later techs might be Advertising/Marketing (printing press) then Retail.
MM
(I know at least part of this has been suggested before)
To alleviate some of the MM, features like copy city <cityname> and build lists like Specialization-Military improvements, Specialization-Financial improvements and custom lists should be implemented.
One more point, though more of a corruption model change idea.
Tax for support of a citys institutions should come from within city. If national tax money is to be used, it should require more than the city itself would pay, and at some point make citizens in other cities less happy.
Here are a few more institutions, see Inst.bmp
Disclaimer 2: I know this idea oozes with MM, but I still think it is a good one. Perhaps you could suggest ways to implement the idea and reduce the MM.
We all know that a city improvement represents an institution. E.g., when you build a Library, it is not a single building with some books in it, it represents a method of scholars gathering, storing and sharing information. This single building is a convenient way for the game to represent the improvement, but I would like to see a more gradual transition than the abrupt OK, a library is built, you suddenly get 3 culture and 50% science bonus.
Institutions
Libraries, Universities and Research Labs, for example, would become the institution Education. Improvements would be built in steps, say 4 or 5 steps (levels) to achieve the equivalence of the civ3 benefit. Here is an example for education.
See edu.bmp
The improvement benefit should be linear (in most cases), but the cost should be exponential. Achieving higher levels would get very expensive until a new tech is discovered, resetting the curve and cost. One pricing scheme I came up with looks pretty good, heres the formula:
(Civ3_Cost / 40 ) * [10 + (2 ^ (Level -1)) * ((Level -1) ^ 0.0000001)]
For a Civ3 cost of 40 shields (such as a barracks):
See cost.bmp
When a new tech is discovered that allows new development in the same institution, the lesser cost of the two (or more) improvements would be used.
The act of building the institution would have immediate affect. If at least one shield is allocated to building an institution, the city will receive half the benefit of the next level. Example, if Education were at level 2, building toward level 3 would result in a science bonus of 35% and culture of 1.5. Transference of shields would have to go back to the loss of half (rounding up) to prevent exploits.
Sliders would be used to allocate your shield spending. Each buildable institution would have its own slider and shield box. There would be additional sliders for military units, wonders, ss components, etc.
A wonder that provides buildings, like Sun Tzu, would put the effective level of the institution four levels higher.
Power Plants
Since there are four types of power plants, any combination of these may be built. There ought to be a way to upgrade to cleaner power plants.
Military
More military institution technologies would be needed. Maybe at Chivalry (Tournaments or something) and again at Military Tradition (War games?).
There could be some level of synergy between military improvements. E.g., you have a level 2 barracks, so a level 1harbor and airport are 10% cheaper.
Commerce/Finance
After, say 4 level of Commerce (Marketplace) have been replaced, it could split into two institutions: Commerce and Finance.
Finance would be Banks, Stock Exchanges and maybe a new one, Venture Capital.
Commerce would require new techs. How to describe this? There was a time when, if you wanted something new, youd have to order it made. You would go to the potter and order a mug. Craftsmen didnt have stock, everything was made as needed, until some time in the middle ages. Now, the potter can say Let me interest you in this fine, matching set of dining ware Maybe warehousing or guilds or something. Later techs might be Advertising/Marketing (printing press) then Retail.
MM
(I know at least part of this has been suggested before)
To alleviate some of the MM, features like copy city <cityname> and build lists like Specialization-Military improvements, Specialization-Financial improvements and custom lists should be implemented.
One more point, though more of a corruption model change idea.
Tax for support of a citys institutions should come from within city. If national tax money is to be used, it should require more than the city itself would pay, and at some point make citizens in other cities less happy.
Here are a few more institutions, see Inst.bmp