Hail
Satan's minion
Hi, all! as i said i like to contemplate new game concepts. so here it goes.
The basic axiom is trivial: every pop head must be doing something, otherwise they end up in the idle list and become increasingly unhappy. (on the magnitute of x^2 where x is the number of idle pop heads).
employment types:
1) working a tile
2) working in a building (i see 2 types of this "employment":
2.a) working in a building grants it a bonus added to what the building normaly modifies.
2.b) (hardcore) the absence of "workers" in the building will penalize the building bonus. so (say 3 is max workers for this building): if 0 the building gives no bonus. 1 gives 33% of normal 2 67% 3 100% of normal building bonus.
each building will define a capacity for workers and their names:
such as: marketplace -> {2, "trader" }, bank -> { 3,"banker" } , "stock exchange" ->{ 2, "brocker" }, etc.
the pros and cons i will write up later. may be someone can suggest them, so to save me the effort.
some obvious implications of this game concept:
1) creating giant undeveloped [food] cities is no longer possible.
2) if some nation manages to occupy all (or most) of workable tiles, then this city will become extremely unhappy (definitely fall into civil disorder and maybe revolt).
3) you cannot create specialists without the appropriate building built. no more free entertainers.
4) more flexibility [and more micromanagement] as most buildings will have specialists. (this however may be a minus for some people).
The basic axiom is trivial: every pop head must be doing something, otherwise they end up in the idle list and become increasingly unhappy. (on the magnitute of x^2 where x is the number of idle pop heads).
employment types:
1) working a tile
2) working in a building (i see 2 types of this "employment":
2.a) working in a building grants it a bonus added to what the building normaly modifies.
2.b) (hardcore) the absence of "workers" in the building will penalize the building bonus. so (say 3 is max workers for this building): if 0 the building gives no bonus. 1 gives 33% of normal 2 67% 3 100% of normal building bonus.
each building will define a capacity for workers and their names:
such as: marketplace -> {2, "trader" }, bank -> { 3,"banker" } , "stock exchange" ->{ 2, "brocker" }, etc.
the pros and cons i will write up later. may be someone can suggest them, so to save me the effort.
some obvious implications of this game concept:
1) creating giant undeveloped [food] cities is no longer possible.
2) if some nation manages to occupy all (or most) of workable tiles, then this city will become extremely unhappy (definitely fall into civil disorder and maybe revolt).
3) you cannot create specialists without the appropriate building built. no more free entertainers.
4) more flexibility [and more micromanagement] as most buildings will have specialists. (this however may be a minus for some people).