Cyrus of Persia
Warlord
- Joined
- Feb 26, 2011
- Messages
- 114
Introduction:
In trying to keep this article short I will only mention 2 of my main ideas.
I have a number of ideas which I'd like to share with you out there just for the sake of sharing them. Perhaps they'll be of interest or agreement to the rest of you and might give you something new to think about or even develop. I am working on developing this for my own use.
I'll start by explaining what I find objectionable and then talk about my solution (staying as brief as possible).
Objections:
1. Since when does city size and growth has anything to do with local food production for a city in the real world? Since when does the size of a city has anything to do with its birth rate growth? If that was the case the oldest cities should be the most populated. Not so. Some of the largest and most developed cities in the world are entirely new cities and in land not suitable for farming or don't even have much farming at all. examples: New York, Chicago, Tokyo, Mexico City. City growth has to do with prospects of life: availability of services, work, security, and generally providing of things that people want. This was true for ancient Rome with a pop of 1 mil. Do you think they reached this through birth rate or based on food levels, 2000 years ago? Nope.
2. Social policies are supposed to represent the flavor of government. I don't understand why adopting social policies should be based so called "culture", and that based on buildings. not to mention that culture is misrepresented in the game with the concept of "heritage". Government and social policies stem from grand ideas and doctrines and mindset of intellectuals. They have to do with the mental development of a people of a place not the grandness of a nation's buildings nor might of its industry or domination of the world. Secondly, the social policies in the game don't seem to have much to do with government really. It sure doesn't feel like the making of your government. Its more like picking traits that will benefit you this way and that way.
Ideals:
1. Normally food is produced in someplace suitable and then shipped around where needed. Even in ancient egypt they did this. Most of the grain of the entire egypt was produced on the nile and then send and kept in all surrounding cities. Because this particular ability (storing and transporting of food) is not built into the game and from what I know not implementable I will talk about my "practical" solution instead.
2. I want to be able to make compromising decisions that will lead my people into a free and happy people or to an oppressed and aggressive society, with its own benefits and shortcomings. It is the combination of choices that leaders of nations make on many specific issues that shapes the overall picture of their government and the direction of their societies. I want to be able to choose to have free and accountable media or a state controlled or private media that twists the truth to my favor. I want to be able to choose to have nationalization or privatization of land, business, industry and have this reflect on my nation (instead of getting communism out of the blue for 5 shields per city... lame!) I want to have the choice to choose the type of health care, education, freedoms, and human rights that my people will have as these are what differentiate governments and the flavor of my nation. And the amazing thing is that, Civ 5 actually has the capacity to implement such a system though sadly the designers settled for something much more simplistic.
My solutions:
As a result of the above mentioned reflections, I have come up with the following as practical and workable solutions.
1. If we assume that the green apples in the game don't actually represent food, but represent capacity for growth, then the entire growth system can be transformed from a food based system, to "citizen need satisfaction" system. How this works in my mod is that (instead of farms producing food and giving growth), things that increase the desirability of a city are what cause growth. Things like social services available in a city, things like work and jobs. Example: access to clean water, access to education, access to health care, access to transportation, access to entertainment, and improvements that create jobs, etc. So things like libraries, schools, factories, improvements, parks, museums, etc, will produce growth (green apples) as well as other things. What role do farms have then? Farms like other industries have productivity and produce products, so they'll work like other improvements giving hammers and gold. Now the type type and its location will determine whether its more profitable to build a Farm Improvement, or an TP improvement or a Industry Improvement. (I'm sure you have many more questions about how this works but I'm trying to keep this short). So for example, a library may give you a capacity increase of 3 citizens. If you want to grow your city more now you have to build more services. Cities will grow according to how well its people are taken care of and how much access they have to the higher quality benefits of your society. (Cool, isn't it?
)
2. Restructuring the policy screen and its concepts in an intricate and sensible way with proper prerequisites and limiting branches can achieve the goal aimed for. There is one possible limitation with this, and thats the fact that the policy branch is based on culture. I will not get into why this can be a problem and how to work around it (keeping the article short), but I'd be happy to get into that in further discussion if need be. Implementation of tech requirements in order to sync social policies to their relative era is easily doable as well to give a meaningful progression.
Conclusion:
Well I hope that I didn't bore you guys with my thoughts and ideas. I hope you enjoyed this read and find it of interest.
This is only half of what I've come up in trying to make the game more sensible and engaging. I'll tell the rest later.
Cheers!
In trying to keep this article short I will only mention 2 of my main ideas.
I have a number of ideas which I'd like to share with you out there just for the sake of sharing them. Perhaps they'll be of interest or agreement to the rest of you and might give you something new to think about or even develop. I am working on developing this for my own use.
I'll start by explaining what I find objectionable and then talk about my solution (staying as brief as possible).
Objections:
1. Since when does city size and growth has anything to do with local food production for a city in the real world? Since when does the size of a city has anything to do with its birth rate growth? If that was the case the oldest cities should be the most populated. Not so. Some of the largest and most developed cities in the world are entirely new cities and in land not suitable for farming or don't even have much farming at all. examples: New York, Chicago, Tokyo, Mexico City. City growth has to do with prospects of life: availability of services, work, security, and generally providing of things that people want. This was true for ancient Rome with a pop of 1 mil. Do you think they reached this through birth rate or based on food levels, 2000 years ago? Nope.
2. Social policies are supposed to represent the flavor of government. I don't understand why adopting social policies should be based so called "culture", and that based on buildings. not to mention that culture is misrepresented in the game with the concept of "heritage". Government and social policies stem from grand ideas and doctrines and mindset of intellectuals. They have to do with the mental development of a people of a place not the grandness of a nation's buildings nor might of its industry or domination of the world. Secondly, the social policies in the game don't seem to have much to do with government really. It sure doesn't feel like the making of your government. Its more like picking traits that will benefit you this way and that way.
Ideals:
1. Normally food is produced in someplace suitable and then shipped around where needed. Even in ancient egypt they did this. Most of the grain of the entire egypt was produced on the nile and then send and kept in all surrounding cities. Because this particular ability (storing and transporting of food) is not built into the game and from what I know not implementable I will talk about my "practical" solution instead.
2. I want to be able to make compromising decisions that will lead my people into a free and happy people or to an oppressed and aggressive society, with its own benefits and shortcomings. It is the combination of choices that leaders of nations make on many specific issues that shapes the overall picture of their government and the direction of their societies. I want to be able to choose to have free and accountable media or a state controlled or private media that twists the truth to my favor. I want to be able to choose to have nationalization or privatization of land, business, industry and have this reflect on my nation (instead of getting communism out of the blue for 5 shields per city... lame!) I want to have the choice to choose the type of health care, education, freedoms, and human rights that my people will have as these are what differentiate governments and the flavor of my nation. And the amazing thing is that, Civ 5 actually has the capacity to implement such a system though sadly the designers settled for something much more simplistic.
My solutions:
As a result of the above mentioned reflections, I have come up with the following as practical and workable solutions.
1. If we assume that the green apples in the game don't actually represent food, but represent capacity for growth, then the entire growth system can be transformed from a food based system, to "citizen need satisfaction" system. How this works in my mod is that (instead of farms producing food and giving growth), things that increase the desirability of a city are what cause growth. Things like social services available in a city, things like work and jobs. Example: access to clean water, access to education, access to health care, access to transportation, access to entertainment, and improvements that create jobs, etc. So things like libraries, schools, factories, improvements, parks, museums, etc, will produce growth (green apples) as well as other things. What role do farms have then? Farms like other industries have productivity and produce products, so they'll work like other improvements giving hammers and gold. Now the type type and its location will determine whether its more profitable to build a Farm Improvement, or an TP improvement or a Industry Improvement. (I'm sure you have many more questions about how this works but I'm trying to keep this short). So for example, a library may give you a capacity increase of 3 citizens. If you want to grow your city more now you have to build more services. Cities will grow according to how well its people are taken care of and how much access they have to the higher quality benefits of your society. (Cool, isn't it?

2. Restructuring the policy screen and its concepts in an intricate and sensible way with proper prerequisites and limiting branches can achieve the goal aimed for. There is one possible limitation with this, and thats the fact that the policy branch is based on culture. I will not get into why this can be a problem and how to work around it (keeping the article short), but I'd be happy to get into that in further discussion if need be. Implementation of tech requirements in order to sync social policies to their relative era is easily doable as well to give a meaningful progression.
Conclusion:
Well I hope that I didn't bore you guys with my thoughts and ideas. I hope you enjoyed this read and find it of interest.
This is only half of what I've come up in trying to make the game more sensible and engaging. I'll tell the rest later.

Cheers!