- Mar 12, 2021
The example of british textil industry show us that build improvements right on the same cotton producing tile or city would not be historical since acces to raw material is just one factor, the proximity to consumers, energy sources and provide local jobs tips the scales in favor of investing on homeland industrialization before the vulnerable and cultural foreign oversea colonies. Another later case of industrial textile alternatives are sythetic fibers like rayon, nylon and polyester vs the natural silk.
By the way a population system that allow migration and include identity elements like Heritage (ethnicity) and Profession (social class) would be key for both economic and cultural mechanics, and relevant to colonial and industrial phenomena.
I can 100% guarantee that we'll never seen a population-level mechanic implemented in civ...WAY too controversial. Also, social classes and heritage would be systems that I could see getting way to complex, quickly which would bloat a game even more than Civ VI is already.
The most I could see would be a population-movement mechanic where cities could lose population to other more prosperous civs if there has been a nearby war, or a weather-related event occurs...there would be slight ways to prevent populations from migrating (happiness or something like that) but overall, that should be a minor system the player has little control over...like in real life. God knows the Irish government didn't love 50% of they workforce emigrating away (Ignoring the British shenanigans lol).