Lockesdonkey
Liberal Jihadist
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.
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.