eromrab
Naked Pirate
yeah, i like the population thing... that way you're guaranteed to get work done each turn and not have to sit "stagnant"
eromrab said:i think it would be best if you just take 50% (or some other random number) of your population and that is how much "work force potential" you have each turn... if you have only one city with 8 population, then you would get 4 workforce potentials to use... it wouldn't be a city by city thing, but a national thing... if you had 2 cities with a population of 4 each, then you would have 4 WP to use that turn anywhere you wanted...
rhialto said:I see shields representing engineering potential, not raw materials. That's why factories have the game effect they do. And using shields perfectly reflects that a worker with a tractor can clear a forest more efficiently than one with an axe.
rhialto said:But having a mine increase your ability to build tile improvements is entirely realistic. It takes heavy construction industry to build just about anything, and roads aren't made of shovelling dirt alone. That asphalt and concrete has to come from somewhere, and moreso if you are building more mines. A modern mine isn't a mere hole in the ground.
Spatula said:Wasn't this thread originally about having a pop-up window to let you know what's going on?
frekk said:...And what materials do you need to chop a forest or dig irrigation ditches? Not much, once you have built workers who are presumably equipped for such tasks. And what "heavy construction industry" did the Sumerians have, for instance? They built roads, canals, irrigation, mines, you name it. It doesn't take "heavy construction industry" it takes manpower.
rhialto said:Well, you'd need axes or spades at a basic level. But once you reach industrial technology, wouldn't you agree that having heavy earth-moving equipment is a little more efficient than having spades?
rhialto said:Eh? I thought we were both discussing a workerless model!