So, a city has a workable area of 21 tiles, which are all pooled together into a "resource pond". Citizens enter with 4 coins, buy the cheapest resources, and come out with said resources?
Pretty much.
as far as i can see its only seems complex if you try to understand the mechanics the functionality of it seems simple witch is good simple for game play.
Spitefire hits the nail on the head. The underlying resource model would be unchanged: it's still food, hammers and coins being generated, and it's the same number coming out of the same kind of squares, changing in the same way with the same kind of improvements. So
that doesn't change.
Cities would also generate roughly the same amount of food, hammers, and coin that they do currently. That also doesn't change. (Well, not by much, though there is more flexibility in what you can pull out of the landscape.) As far as gameplay is concerned, the only major change
should only be the new interface. If a player wanted his city to produce (say) 8 food, 3 hammers, and 2 coins, he would only have to click on the interface to get that result (or one close to it) instead of having to move citizens around various squares in various combinations until he got the numbers he was looking for.
So, the only complexity is in the "formulas" that transform the old resource base into a form that can be manipulated by the new interface—which is something that shouldn't really concern the player. Eyeballing the landscape (just as he does now) will tell him how productive a city is going to be, and whether it will be mostly productive of food, hammers, or coin.
I went into detail about those formulas in order to forestall this kind of objection:
But there's necessarily a huge risk in changing such a fundamental, and it would demand a lot of time and effort to balance it.
If I had just said "I'd like a new interface that lets you order exactly the amount of food and hammers and coins you want!" the instant response would have been, "Oh, but you'd totally have to redesign the way food and hammers and coins are woven into the landscape, and that's too big a change, and you'd have to test it to see if it unbalanced everything!" At least, that's the first response
I would have made to anyone who said that.
So I wanted to go out of my way to show that with a very little ingenuity you could take the current resource model and its values and transform them into commodities that could be set precisely with that kind of interface.
Would it favor bigger players too much? Would it favor smaller players too much? What are the exploits? How much experimentation will be required to get this just right? It's not so much that it's impossible to make it work, but that it takes a lot of effort.
Ignoring for the moment the possibility of knitting cities together into "national" markets, I see only two real "exploits."
The first, as noted, is the ability of small cities to realize efficiencies. These are, however, very small—in general, it appears that cities that are under the size of 6 could probably pick up 1 extra coin for each citizen that they hold. That is, roughly, a 20% gain in efficiency, but it's a percentage gain on a very small base. And, as I noted above, the larger a city gets, the closer its efficiency would converge on that of its regular-Civ counterpart. Cities with a population of 20 would have identical performances (given identical landscapes within their city radii).
The other exploit involves the ability of cities to maximize their purchases by spending all their coin. Take a look at the city in the screenshot in post 2. Those numbers in the corner are "real," in the sense that that city, with 1 citizen, could generate 5 food and 2 hammers while having 1/3 of a coin left over. In regular Civ, how would you arrange your 1 citizen to get the same result? You couldn't. Your city square would automatically generate 1 coin, for starters. And there are no squares that generate 3 food and 1 hammer, which is what you'd need to add to the 2 food and 1 hammer that are in the central square. in order to get the 5 food/2 hammer result At best, you could generate 5 food, 1 hammer, and 1 coin, or 4 food, 2 hammer and 1 coin. The new system, though, would let you spend some of your coin so that you could pick up the extra food or hammer. But, of course, that extra unit of food or hammer is not a freebie: you're trading one resource (coin that would go to research or culture or taxes) for another resource (food or hammer).
Except for these two changes at the margin, which would mostly have the effect of speeding up progress by a small amount—you could grow and improve your cities and do your research
slightly faster—it shouldn't change much in the game at all. The inputs would be the same; the outputs would be roughly the same; where would the game balance issues be?
Objection: If a tile produces more than 4 Coins or 4 Coins, then cannot a citizen get money off resources or break even, respectively?
(Such as, Financial Towns or Riverside Towns, or Dye plots, or Incense... etc)
Very perceptive!
I was waiting for someone to point this out. Yes, that will happen, but it's a solution, not a problem.
Consider a plot of land that generates two food and one coin. If you build a cottage on it, and work it, it turns into a town, and then the square generates 2 food and 5 coin, right? (If I've got the results for "town" wrong, just pretend it's an improvement that results in 2 food and 5 coin being generated on a square.) So, in regular Civ your citizen works it and walks out with ... 2 food and 5 coin.
In the new system, the citizen would walk into the square with $4.00 and try to buy food. Now, plug the resource numbers into the formula U = (4 – C) / (F + H) in order to calculate what he would spend. The result would be (4 – 5) / (2 + 0), or –$0.50. In other words, instead of spending money to get food, he would get each unit of food free
and plus $0.50. So, the citizen who fully "shopped" that square would walk out of it with 2 food, plus his original $4.00 (because he got the food for free),
plus $1.00 (50 cents for each of the 2 food units he bought). In other words, he would walk out with ... 2 food and 5 coin.
The important thing, as far as I'm concerned in devising this system, is that each square yield the same results in the new system as it would in the old. (Because I don't want to worry about rebalancing a lot of other stuff.) And that's what it does.
Is this funky? Yeah, though you can easily explain it away. In the old system, the 5 coin that you get is generated by trade. In the same way, you can describe the odd result in the new system—free food plus more money—that comes from building and shopping in that town as deriving from the fact that the town generates extra GDP that completely offsets the cost of the food that is being bought. But instead of the extra coin being modeled
as GDP, it is realized indirectly as "free food plus free coinage." The net result is the same.
Would it look funky to the player? Well, if he lowered his food order sufficiently, he might notice that he is getting food for free, and that lowering his food order to zero actually causes his coinage to decrease. Alternately, suppose he has a city with a population of 1, and it has a square like I described above within its radius. When he ordered his first unit of food he would see that it cost no money
and that his coin income rose by $0.50. His second food unit would likewise be free, and his coin income would increase
again by $0.50. Whether this would bother him or not would rather depend upon his personality ...
Still, there is another way around this objection (see below).
2. Why is the per-unit cost equation hardwired with a 4?
I actually don't understand the mathematics well enough to understand
why it works; I just know that it does. But, basically, it seems to work like this:
Each coin in a square, I decided at the start, wasn't a coin that was
generated by the player. Rather, it was a coin that
he didn't spend. This implied that he walked in with a certain amount of money—aha, GDP! I exclaimed—and in some cases he didn't have to spend all of that money in order to get the resources in the square. To fully work a square, normally, would be to expend a citizen's complete GDP, and if he comes out with coin it means that the resources in the square are so cheap that he doesn't
have to spend everything he's got. Now, the per-unit cost of what he's buying is calculated by dividing the amount of money he's spending by the amount of stuff that he's buying; in order to figure out how much he's spending you've got to subtract the amount of money he walks out of the square with from the amount he walks
into with. Hence, his GDP ($4.00) has to be hardwired into the per-unit calculations for each square.
That doesn't mean it has to be "4" in the equation. If you give each citizen a GDP of $2.00, or $1.00, or $10.00, or $1,000,000.00, and change the formula accordingly (so that the numerator is (2 – C) or (1 – C) or (1,000,000 – C), everything will still work out. In fact, if you go with a larger number (larger than 5, at least) as the at-game-start GDP** of each citizen, then you can avoid seeming absurdities like Jerrymander noted.
So, give each citizen a GDP of $10.00 and change the formula to (10 – C) / (F + H). Then the per-unit cost in a 2 Food/5 Coin square won't be a negative number; it will be the positive number $2.50. In short, the citizen will go into the square, spend $2.50 per food unit to buy two food units, and walk out with 2 Food and 5 Coin.
So why did I give the player the absurdly low number of $4.00 as GDP? First, I didn't want to scare people unnecessarily by throwing in a big number. ("You're giving him all that coin? Are you nuts? That will totally unbalance things!" Er,
no it won't.) Also, the negative numbers work just as well as the positive ones at generating the correct results. Finally, since so many starting squares come with four resources (2 food, 1 hammer, 1 coin), it seemed to make sense to give the player $4.00 as a starting GDP.
** Why "at-game-start GDP"? Because the GDP will change as marketplaces and banks are built. But the formula won't change as GDP creeps up.
1. Are strategic and luxury resources entirely unaffected?
For the time being. It would be nice to monetize them somehow, in ways like I've monetized food and hammers. For starters, it would actually make trade offers between civilizations more transparent if you had some notion of the goods' underlying value. Moreover, it would be nice if the cost of a resource were a function of the amount of it a civilization had. Finally, it would be most amusing if a civilization wound up buying, say, Cows from a rival civ even though it had Cows of its own, just because the foreign Civ had cheaper cows.
But I've not done any work on that yet. I'd like to see if this stuff holds up to scrutiny first.
3. By basing GDP on population, does this model imply that small, wealthy cities cannot exist? Or that large cities are fundamentally wealthier?
Well, "wealthy" is a relative term, innit? One thing I was mindful was this: Can you split the "functions" of a citizen up and use them to different purposes without distorting the game?
Right now, for instance, a citizen is, all at once, a population unit, a consumer, and a producer. The new model splits these functions up. The GDP models the citizen as a consumer, and the "invisible" workforce takes over his "producer" capacities. But I wanted to keep things close to the original Civ model by making sure that the "workforce" associated with a citizen couldn't really "work" more than one square at a time. (It can work pieces and parts of multiple squares, but in most cases those pieces and parts add up to "one" square.) I also didn't want the workforce and the local population coming unglued. So, I had to set aside one early idea that would have had GDP being spent on the cheapest sources in the empire and not just the city radius. That's because, although GDP can range widely, I didn't wan the absurd situation in which a city with a population of 4 had the 20 farms in its radius being worked. What, were people from other cities "commuting" to work these spots? Were the 4 people in the city being 5 times as productive? It was too absurd on its face.
If we stop with the basic idea, then yes, all other things being equal, bigger cities will be wealthier than smaller cities in absolute terms. (In "per capita" terms, smaller cities will be wealthier because they are more efficient; and small cities with lots of financial improvements can be made still wealthier, both absolutely and per capita.) But improvements and Wonders could certainly alter the GDP so as to make smaller cities quite wealthy in absolute terms too.
In the case of "national" markets it should be theoretically possible to set up complementary cities such that smaller ones can concentrate on generating coin. Suppose you have several large inland agricultural cities and then found a city at the end of a hilly peninsula. Food in that city will be very expensive, as neither the sea nor the hills will generate it cheaply. However, the city could use its GDP to import food from the inland cities where it is cheap. Suppose the coastal city is able to import 10 food units at an average cost of $1.00 each. It could then support a population of 4 (10 food for 4 citizens plus the city square), who would generate $20.00 in GDP. Half of this would have to go to pay for the imports, leaving $10.00 in coin. By contrast, in normal Civ such a city would probably only be able to reach a population of 1 before having to improve the landscape, and it would only generate 3 or 4 coin.
EDIT: Perhaps fractions would be better than decimals in this system.
Why?