New system for citizens

Lockesdonkey

Liberal Jihadist
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I'm certain that this is sufficiently weird that it hasn't been thought of before:
All is assuming CivIIIC tech tree.

After Steam Power, something weird happens: every laborer now works two squares! Brilliant, isn't it! After industrialization, it's four, and after mass production, its 9, including the center square. After Robotics, one laborer should be sufficient to harvest the entire radius. But that isn't all.

The citizens do not become Specialists; instead they become some other sort of citizen. There are two types: Blue-collar and White-collar. To determine which are which, I add two new concepts: education and prosperity, which are for cities, not entire civs. The education of a city is determined by Libraries, Universities, and also a new improvement, the School. Prosperity is determined by a variety of economic factors. Higher education and higher prosperity means that more workers will be white collar. These people also have moods, like ordinary laborers, so they are factored in as happy/content citizens, not as specialists. Now there are other factors besides the usual with in-city workers. For one thing, there's employment. Each city would have a private economy that builds buisnesses which you could see in a special box somewhere on the city control panel. The private econ can also build improvements, but they do not have any effect except to augment those of a preexisting governmental improvement, and they produce no culture or sheilds. They would, however, provide employment (as would your own improvements). If there is unemployment, the jobless are unhappy. As a rule, the number of citizens seeking employment varies depending on the growth rate of the city (a higher growth rate = children = many citizens are not looking for work). All of the in-city workers pay a tax on their employment (read income taxes). There's more, but it's 11:00 PM and I have other stuff to do in any case.
 
Wow the citizen idea is one of the best ideas I've ever heard for Civ4, but then again I love to micromanage. It makes the Civ3 citizen set up look pretty bad in comparison. It would take some getting used to to think of citizens in the way you described but I'm sure players would get used to it.

I like the worker idea too but I'm confused as to how it would work. I would hope the worker wouldn't irrigate all nine squares if I told him to irrigate. I'd rather decide which tiles get what and maybe not have him work all nine squares if some are already improved.
 
JanSobieski said:
I like the worker idea too but I'm confused as to how it would work. I would hope the worker wouldn't irrigate all nine squares if I told him to irrigate. I'd rather decide which tiles get what and maybe not have him work all nine squares if some are already improved.

I think he means the popheads working squares. It's a good idea because after all the percentage of the population employed in farming or mining has decreased steadily over the years.
 
Eran of Arcadia said:
I think he means the popheads working squares. It's a good idea because after all the percentage of the population employed in farming or mining has decreased steadily over the years.
That's what I mean. Sorry for the confusion.
 
Eran of Arcadia said:
I think he means the popheads working squares. It's a good idea because after all the percentage of the population employed in farming or mining has decreased steadily over the years.


The problem is, I think all those people not working farms/mines are just not factored in to civ's game play, and don't need to be. The vast majority of your population is doing things you never see, civ doesn't represent the garbage men, lawyers, mechanics, doctors, pet groomers etc. etc. because it doesn't need to. As the city grows, fewer and fewer people are really working each tile.

When your city goes from size 1 to size 2, its population goes from 10,000 to 30,000. But when it goes from size 19 to size 20, its population goes from 1,900,000 to 2,100,000. Nobody really thinks that that all 200,000 extra people are needed to work one tile, when only 10,000 people were needed to work one when the city was founded, right? The vast majority of them are simply doing the various other jobs a society needs besides farming and mining/logging that make it run, it's just that we don't see farriers and coopers, or accountants or constuction workers, but most of our citizens are doing those types of jobs.

Trying to micromanage all of these professions opens up a real problem. How much micromanagment of one city do you want to do? If you really want to manage what percentage of your citizens are farming or mining or working as weavers, you might want to play something like Pharoah. I'd rather not have to be involved in the constuction of every yurt, house or office building in my empire, or be forced to decide if I need to shift some workers from making adzes as blacksmiths to carpentry because we need more chests to ship our furs to Persia. I'm perfectly happy to pretend all those things are being taken care of by the good citizens of my empire without my direct involvement.
 
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