My reform ideas

Caranamrta

Warlord
Joined
Mar 25, 2002
Messages
196
Location
Hungary
I know civ games since the civ1. These games are very fine, but i experience some weird things, therefore i "developed" my own civ game - on paper, because i can't programme. I see that most of my ideas are also inbuildable in civ3.

Population should be in a real form (not the heads of 10000, 20000, 30000 people, but a real number).
On the similar size of the same terrain, there should be similar number of people who can live there. Of course, the number of the people who can live on tile would grow with the advancement of technology.

Production should depend on the greatness of the population, and on the technology advancement, AND just then on the type of the terrain. 2000 people produce 2 times more works than 1000, no matter in what terrain they are.

The creation of the units, at the time, very strange for me. When you build a city, you can't defend it, until, within 10-20 years, you produce your defending unit - this is a case which never even happened in history. With the founding of a city, the whole system of the government, the institutions etc. are there, because a city isn't just some houses builded behind each other, but this is a part of the whole state.
I suppose a new system. You could regulate the number of the people who must be soldiers, and the units would appear when you produced their weapons (this isn't 20-40 years, especially in the case of some warriors). The production of the new weapons could substract from the base production.

The distribution of the production could be in this way:
-You have a base production depending on the population, the technology and the terrains.
-The enhancement, equipment of your military would substract from the base production.
-The production of the necessary food would also substract on the same way: a state uses the same type of work for the food production as the weapons etc. production.
-From the remnants, you could produce some commercial goods (the substances of the ongoing resources of uranium, coal etc., and, as your technology advances, some artificial products: processed food, textiles, machinery and so). You'd sell them and you'd got as great part of the price as great tax rate you set.

I'd change the main current of the game. There could be some smaller changes, as "more civs", "forest/deforest/reforest a tile", "i want a new UU as ...", but the above ideas causes greater changes as these smaller.

I wait for responses.
Please excuse me for the bad English and my weak ability of express myself.
 
Originally posted by Caranamrta
I Production should depend on the greatness of the population, and on the technology advancement, AND just then on the type of the terrain. 2000 people produce 2 times more works than 1000, no matter in what terrain they are.


no, double the people RARELY equals double the production, and its very much linked to the terrain. try farming in the desert or tundra, youre only gonna get X amout of success, no matter how many people. Even on fertile grassland, there's a hard limit to how much the land will give. The law of diminishing returns will set in, and if youre not careful, youll have a "tragedy of the commons" problem.
 
Yes, i just express myself so lame... i was inexact. When i said that double people will double the result, i tought the amount of the worktime. One people works eight hours per day - this is eight workhours (I don't know what is the correct English word, in Hungarian this is the word). Two people work, and both work eight hours - this is sixteen workhours. 2 times much as one man's work.
There are limits of the capability of the land's fertility. A tile can only produce an X quantity of food. This cost an X quantity of the production. But there is a remnant of the here-living people's base production - that how great is this remnant, THIS depends on the terrain type, but not the production at all.
 
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