I know there's no chance of this being in Conquests, but I had to add this one:
Basically, it involves adding a 'Shields' caption and a 'Food' caption like the already exisiting 'Happy,' 'Luxuries' and 'Taxes' captions in the 'Citizens' window of the Editor.
The idea is that you could remove a Labourer citizen and convert him/her to one of these Specialists which would provide more of something the city doesn't have. Since imports are the the means by which something is brought from the outside, we'll call these two new Specialists, 'Production Importer' and 'Food Importer.'
Example:
You have a City producing a big surplus of shields but not enough food.
The solution would be to covert one (or a few) of the Labourer citizens working on shield-producing tiles into a 'Food Importer.' That Specialist would increase the amount of food output of the city by a percentage (if you set the value in the caption to 1 that means that production is increased by 10%) of the city.
The problem is that using this method is that all you'd be paying for that 10% increase in food output with only a slight drop in shield output --and if the city is bigger than 20, nothing. The simplest solution that I could think of (and one that happens to be realistic) is that using these specialists costs an amount of gold per turn. If that were the case, then players with too few shields or too much food like the one in the example would be able to alter the cities' food/shield output ratio but only at a price. This would prevent players from exploiting the new Specialit ability. You should not that it wouldn't have a huge effect anyway because as you remove Labourers, food/shield output decreases, so the idea is just to give your cities a few extra shields so as to make it more competitive or a few extra food needed to speed up growth a bit or whatever.
This is faster than having to spend time building new tile improvements on the surrounding terrain --assuming that's an option.
This would reproduce the transferring of production between cities to a degree. It would also be far easier to implement than the 'Diverting Production' concept I brought up in another thread although it would lack most of the strategic aspects and not involve any other cites (the 'importing' is only implied).
This is a pretty simple concept and seems to be a logical step for Civ3...I only wish I had thought of it sooner (although someone has probably done so already and it hasn't flown so I won't kick myself for it). Nevertheless, I think it's an addition that should be in the next expansion (or even the next patch for that matter).
Outside of the one problem I mentioned, I can't think of any others. Can you? I would really be interested to know since this could very well be in the next release (not Conquests though
).
Basically, it involves adding a 'Shields' caption and a 'Food' caption like the already exisiting 'Happy,' 'Luxuries' and 'Taxes' captions in the 'Citizens' window of the Editor.
The idea is that you could remove a Labourer citizen and convert him/her to one of these Specialists which would provide more of something the city doesn't have. Since imports are the the means by which something is brought from the outside, we'll call these two new Specialists, 'Production Importer' and 'Food Importer.'
Example:
You have a City producing a big surplus of shields but not enough food.
The solution would be to covert one (or a few) of the Labourer citizens working on shield-producing tiles into a 'Food Importer.' That Specialist would increase the amount of food output of the city by a percentage (if you set the value in the caption to 1 that means that production is increased by 10%) of the city.
The problem is that using this method is that all you'd be paying for that 10% increase in food output with only a slight drop in shield output --and if the city is bigger than 20, nothing. The simplest solution that I could think of (and one that happens to be realistic) is that using these specialists costs an amount of gold per turn. If that were the case, then players with too few shields or too much food like the one in the example would be able to alter the cities' food/shield output ratio but only at a price. This would prevent players from exploiting the new Specialit ability. You should not that it wouldn't have a huge effect anyway because as you remove Labourers, food/shield output decreases, so the idea is just to give your cities a few extra shields so as to make it more competitive or a few extra food needed to speed up growth a bit or whatever.
This is faster than having to spend time building new tile improvements on the surrounding terrain --assuming that's an option.
This would reproduce the transferring of production between cities to a degree. It would also be far easier to implement than the 'Diverting Production' concept I brought up in another thread although it would lack most of the strategic aspects and not involve any other cites (the 'importing' is only implied).
This is a pretty simple concept and seems to be a logical step for Civ3...I only wish I had thought of it sooner (although someone has probably done so already and it hasn't flown so I won't kick myself for it). Nevertheless, I think it's an addition that should be in the next expansion (or even the next patch for that matter).
Outside of the one problem I mentioned, I can't think of any others. Can you? I would really be interested to know since this could very well be in the next release (not Conquests though
