AntSou
Deity
- Joined
- Jun 8, 2019
- Messages
- 2,831
Part 1: Basic Notions
a) Some buildings in City Center, Industrial Zone (e.g. Factory) and Commercial Hub may produce more advanced goods, depending on base resources.
b) A new tab would exist similar to the Great Works tab, but for manufactured goods.
c) The buildings would be akin to the Archaeological / Art Museum, and use a similar mechanic to the themed bonuses, but provide other benefits other than just culture/tourism. They would also use the same principles of specialisation. Later in the game you may decide to focus on electronics manufacturing in a given city. Like museums and buildings in plazas, this locks you out of different kinds of buildings. We mimic in this way the process of specialisation and complex division of labour from the Industrial Era onward.
d) Manufactured goods would come in stages. Some, like Cheese and Leather, are available earlier. Others much later. More advanced manufactured goods require more complex combinations of goods but also provide better bonuses.
e) You never lose the yield on a given tile when using those resources to create manufactured goods, unless that tile is pillaged, in which case you lose access to the resource and therefore production of the manufactured good ceases. Production also ceases if you trade away your last copy of a base resource.
f) You may trade bonus resources and also gain the bonus resources from suzerainty of city states.
g) Manufactured Goods are NOT Luxury Resources and so will require a different colour (orange?). Unlike luxuries, each manufactured good provides specific bonuses. Some Luxuries in the base game would have to change to reflect this.
Part 2: How it works
You have just settled your first City. Your City Centers have access to the production of some basic manufactured goods, provided you use the appropriate combination of resources. Although you can combine any resources from anywhere in your empire, this bonus only applies to that specific city.
You open the manufactured goods tab at the top and you see something like this:
(Forgive me but I can't be bothered to use photoshop atm, so paint will do)
The first stage of manufactured goods include, for instance:
Cheese - Requires any two resources of Cattle/Sheep. Provides +1 Amenity in this city.
Leather -
etc
Part 3: Stages
As we move through the eras, more powerful options open up. This is a basic blue print of how that might work.
Ancient Era
Combine 2 bonus resources to create basic manufactured goods which give additional bonuses to this city only.
Classical Era
Markets and Lighthouses open up the first instances of empire wide bonuses. These require the combination of bonuses + luxury resources, or of two copies of the same luxury.
Medieval Era
Workshop opens up the possibility of using strategic resources in the production of manufactured goods. Note: there's a difference between stockpile of this resource and its individual units. For the purpose of manufacturing, strategic resources work like any other resource, that is, each copy on the map corresponds to one unit of it.
Industrial Era
Manufacturing starts in earnest in this age. You'll start having to make choices regarding which type of industry to follow in a given city. A textile factory cannot produce oils. You'll be combining up to three resources now for more powerful goods. Most of these buildings will provide two copies of a manufactured good, so that one may be traded away, or used for further specialisation.
Modern Era
From this stage onward you're no longer combining only bonus, strategic and luxury resources, but you'll also use manufactured goods to produce even more specialised and powerful(game-wise) manufactured goods.
E.g. Mixing Textiles (manufactured good) and Dyes (luxury) to create Jeans.
Part 4: Economic Victory
From the Industrial Era onward the player and AI Civs gain the option to threaten an embargo unless economic submission is accepted by the other party. An embargo immediately cuts all trading of manufactured goods with that Civ.
Due to the importance and exponential value of manufactured goods, as well as the requirement of manufactured goods to produce more advanced manufactured goods, embargoing certain goods can entirely disrupt the economy of another Civ, causing issues such as as plummeting amenities and huge disloyalty penalties, large deficits, etc.
An economic victory in CIV VI occurs once a Civ has enforced economic submission on every other Civ. An AI Civ is likely to accept economic submission if the calculated consequences of the embargo are large enough.
Economic Submission can later be reverted through deals, like a peace deal, but these are costly. A Civ cannot unilaterally revoke its own economic submission.
As a Civ approaches an economic victory, the remaining Civs are increasingly reluctant to acquiesce. It may be more willing to suffer the penalties than lose the game.
The economic victory path therefore would require control of important sectors of the global economy, and in this way impose one's will upon other Civs.
a) Some buildings in City Center, Industrial Zone (e.g. Factory) and Commercial Hub may produce more advanced goods, depending on base resources.
b) A new tab would exist similar to the Great Works tab, but for manufactured goods.
c) The buildings would be akin to the Archaeological / Art Museum, and use a similar mechanic to the themed bonuses, but provide other benefits other than just culture/tourism. They would also use the same principles of specialisation. Later in the game you may decide to focus on electronics manufacturing in a given city. Like museums and buildings in plazas, this locks you out of different kinds of buildings. We mimic in this way the process of specialisation and complex division of labour from the Industrial Era onward.
d) Manufactured goods would come in stages. Some, like Cheese and Leather, are available earlier. Others much later. More advanced manufactured goods require more complex combinations of goods but also provide better bonuses.
e) You never lose the yield on a given tile when using those resources to create manufactured goods, unless that tile is pillaged, in which case you lose access to the resource and therefore production of the manufactured good ceases. Production also ceases if you trade away your last copy of a base resource.
f) You may trade bonus resources and also gain the bonus resources from suzerainty of city states.
g) Manufactured Goods are NOT Luxury Resources and so will require a different colour (orange?). Unlike luxuries, each manufactured good provides specific bonuses. Some Luxuries in the base game would have to change to reflect this.
Part 2: How it works
You have just settled your first City. Your City Centers have access to the production of some basic manufactured goods, provided you use the appropriate combination of resources. Although you can combine any resources from anywhere in your empire, this bonus only applies to that specific city.
You open the manufactured goods tab at the top and you see something like this:
(Forgive me but I can't be bothered to use photoshop atm, so paint will do)
The first stage of manufactured goods include, for instance:
Cheese - Requires any two resources of Cattle/Sheep. Provides +1 Amenity in this city.
Leather -
etc
Part 3: Stages
As we move through the eras, more powerful options open up. This is a basic blue print of how that might work.
Ancient Era
Combine 2 bonus resources to create basic manufactured goods which give additional bonuses to this city only.
Classical Era
Markets and Lighthouses open up the first instances of empire wide bonuses. These require the combination of bonuses + luxury resources, or of two copies of the same luxury.
Medieval Era
Workshop opens up the possibility of using strategic resources in the production of manufactured goods. Note: there's a difference between stockpile of this resource and its individual units. For the purpose of manufacturing, strategic resources work like any other resource, that is, each copy on the map corresponds to one unit of it.
Industrial Era
Manufacturing starts in earnest in this age. You'll start having to make choices regarding which type of industry to follow in a given city. A textile factory cannot produce oils. You'll be combining up to three resources now for more powerful goods. Most of these buildings will provide two copies of a manufactured good, so that one may be traded away, or used for further specialisation.
Modern Era
From this stage onward you're no longer combining only bonus, strategic and luxury resources, but you'll also use manufactured goods to produce even more specialised and powerful(game-wise) manufactured goods.
E.g. Mixing Textiles (manufactured good) and Dyes (luxury) to create Jeans.
Part 4: Economic Victory
From the Industrial Era onward the player and AI Civs gain the option to threaten an embargo unless economic submission is accepted by the other party. An embargo immediately cuts all trading of manufactured goods with that Civ.
Due to the importance and exponential value of manufactured goods, as well as the requirement of manufactured goods to produce more advanced manufactured goods, embargoing certain goods can entirely disrupt the economy of another Civ, causing issues such as as plummeting amenities and huge disloyalty penalties, large deficits, etc.
An economic victory in CIV VI occurs once a Civ has enforced economic submission on every other Civ. An AI Civ is likely to accept economic submission if the calculated consequences of the embargo are large enough.
Economic Submission can later be reverted through deals, like a peace deal, but these are costly. A Civ cannot unilaterally revoke its own economic submission.
As a Civ approaches an economic victory, the remaining Civs are increasingly reluctant to acquiesce. It may be more willing to suffer the penalties than lose the game.
The economic victory path therefore would require control of important sectors of the global economy, and in this way impose one's will upon other Civs.
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