Aeon221
Lord of the Cheese Helmet
Idea: Increase the value of specialists and more realistically model the real world.
Solution: Decrease the value of 'on map' food (food that comes from tiles, and not from resources and specialists) and eliminate the fantasy concept of production entirely.
Means:
1) Create small wonders (eg: Abbatoire) that produce a single resource (eg: processed meats) so long as you have access to another resource (eg: Cattle, Pigs). This resource is required to create another specialist (eg: 3 Supermarket Workers per city with supermarket) which produces a large amount of food/gold (eg: 5food 2gold per) per unit per turn.
2) Eliminate production from the game entirely, and replace the hammers (where appropriate) with food and/or gold.
3) Make "rush buying" the only way to create something.
4) Alter the cost of purchase based on at least three factors:
-Maintenance cost of the city (higher maint, higher cost of rush)
-presence of specialists (eg: Factory workers decrease rush cost by 10% per factory worker, max 3 per city, requires factory)
-population size (larger pop = smaller cost)
5) Decrease the value of tiles in general, forcing players to rely almost totally on specialists to grow their city beyond a small size.
6) Some specialists (ie: Defense Industry Workers, -15% to military unit/building cost, 1 per city... or +100%, depending on how realistic we want to get ) should cost 1g per turn per unit.
7) Most specialists should be linked to either a technology or a building (or a technology seperate from the construction of that building).
8) Many direct rewards conferred by buildings should be reworked or eliminated. In the plurality of cases (if not the majority), it is the people working in the building, not the building itself, that provides the benefits ascribed to it.
Justification for increasing the value of specialists while devaluing the value of land: As any pre-historic history class will tell you, human civilization arose almost totally from specialization. Specialization is the removal of individuals from resource gathering and giving them the duty of resource utilization. An example of this is the baker, who does not grow his own grain, but instead uses grain produced by others to bake bread. In addition, the value of land as a natural producer has declined over time, as can be seen by the almost constant decrease in the % of arable land farmed, with the similar increase in the % yield per acre farmed. Land specialization, like all specialization, is more efficient than the current system displayed in civ, in which each city provides its own food and terrain resources.
Justification for removing the concept of hammers: Everything that governments want, they pay for. Even slave labor has an inherent cost in the maintenance of slaves and the providing of the resources required for their work. Currently, civ4 operates in an almost communist fasion alien to the course of history (as it has never occured), in which the laborer shares the fruits of his work with the government (and, by extension, society) without recompense. Utterly unrealistic, as the course of human events shows, and the suggestions I have made would go a long way towards eliminating this.
Caveat: I do not believe that food sharing between cities (beyond the natural resource system I have proposed) is necessary. Cities with rice, pork, beef, etc, will already be sending them to major processing facilities for sharing out into the general society. There would be no need to share the mundane food supplies, which would over time decrease in usage anyway.
Conclusion: I believe that in a system such as the one I propose, players would (as the game progressed) remove more and more citizens from the land around the city, and concentrate more and more of them in specialized roles (baker, doctor, factory worker, teacher, scientist, etc), thereby realistically modelling the development of the real world. People do not drive out from their city into the country to work, as civ4 seems to suggest. Rather, they drive into it from the outlying regions (suburbs) and engage in specialized professions for the support and maintenance of their fellow man.
*** Started this thought in Rhye's new mod, which is going to rock. Period. This is just something I want to do for the sake of my conscience (and that word just looks wrong... someone needs to exterminate it).
If you are interested, I need some GO RED ENGINE GO help with coding. Its not my forte... lets be honest, its not even on my radar of things I understand. Yet.
I have a bad record with sticking out my own projects (0 for 0x0), so we will see what happens.
Solution: Decrease the value of 'on map' food (food that comes from tiles, and not from resources and specialists) and eliminate the fantasy concept of production entirely.
Means:
1) Create small wonders (eg: Abbatoire) that produce a single resource (eg: processed meats) so long as you have access to another resource (eg: Cattle, Pigs). This resource is required to create another specialist (eg: 3 Supermarket Workers per city with supermarket) which produces a large amount of food/gold (eg: 5food 2gold per) per unit per turn.
2) Eliminate production from the game entirely, and replace the hammers (where appropriate) with food and/or gold.
3) Make "rush buying" the only way to create something.
4) Alter the cost of purchase based on at least three factors:
-Maintenance cost of the city (higher maint, higher cost of rush)
-presence of specialists (eg: Factory workers decrease rush cost by 10% per factory worker, max 3 per city, requires factory)
-population size (larger pop = smaller cost)
5) Decrease the value of tiles in general, forcing players to rely almost totally on specialists to grow their city beyond a small size.
6) Some specialists (ie: Defense Industry Workers, -15% to military unit/building cost, 1 per city... or +100%, depending on how realistic we want to get ) should cost 1g per turn per unit.
7) Most specialists should be linked to either a technology or a building (or a technology seperate from the construction of that building).
8) Many direct rewards conferred by buildings should be reworked or eliminated. In the plurality of cases (if not the majority), it is the people working in the building, not the building itself, that provides the benefits ascribed to it.
Justification for increasing the value of specialists while devaluing the value of land: As any pre-historic history class will tell you, human civilization arose almost totally from specialization. Specialization is the removal of individuals from resource gathering and giving them the duty of resource utilization. An example of this is the baker, who does not grow his own grain, but instead uses grain produced by others to bake bread. In addition, the value of land as a natural producer has declined over time, as can be seen by the almost constant decrease in the % of arable land farmed, with the similar increase in the % yield per acre farmed. Land specialization, like all specialization, is more efficient than the current system displayed in civ, in which each city provides its own food and terrain resources.
Justification for removing the concept of hammers: Everything that governments want, they pay for. Even slave labor has an inherent cost in the maintenance of slaves and the providing of the resources required for their work. Currently, civ4 operates in an almost communist fasion alien to the course of history (as it has never occured), in which the laborer shares the fruits of his work with the government (and, by extension, society) without recompense. Utterly unrealistic, as the course of human events shows, and the suggestions I have made would go a long way towards eliminating this.
Caveat: I do not believe that food sharing between cities (beyond the natural resource system I have proposed) is necessary. Cities with rice, pork, beef, etc, will already be sending them to major processing facilities for sharing out into the general society. There would be no need to share the mundane food supplies, which would over time decrease in usage anyway.
Conclusion: I believe that in a system such as the one I propose, players would (as the game progressed) remove more and more citizens from the land around the city, and concentrate more and more of them in specialized roles (baker, doctor, factory worker, teacher, scientist, etc), thereby realistically modelling the development of the real world. People do not drive out from their city into the country to work, as civ4 seems to suggest. Rather, they drive into it from the outlying regions (suburbs) and engage in specialized professions for the support and maintenance of their fellow man.
*** Started this thought in Rhye's new mod, which is going to rock. Period. This is just something I want to do for the sake of my conscience (and that word just looks wrong... someone needs to exterminate it).
If you are interested, I need some GO RED ENGINE GO help with coding. Its not my forte... lets be honest, its not even on my radar of things I understand. Yet.
I have a bad record with sticking out my own projects (0 for 0x0), so we will see what happens.