Removing the concept of 'working tiles'

epicivfreak

Prince
Joined
Apr 23, 2010
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386
Location
USA
Here's an alternative to the current approach. Let me know your thoughts on it.

Instead of having to work a tile to gain it's food/production/commerce, all tiles in a city's borders are worked to an equal degree ((City Size/City Borders) * Total Area). Total Area is the total of all food/production/commerce within the city's borders. So let's say for example, you settle a city and thus have 7 tiles in your city's borders after tile improvement modifications. All 7 tiles give 2 food, 1 production and 1 commerce. Your city's size is 1. Here's how much you get from each area:
Food = 1/7 (.1428571428571429) * 14 = 2
Production = 1/7 (.1428571428571429) * 7 = 1
Commerce = 1/7 (.1428571428571429) * 7 = 1

Now let's see a city that has 20 tiles in it's borders and is size 10, with an assumed total of food/production/commerce of 35/30/17:
Food = 10/20 (.5) * 35 = 17.5
Production = 10/20 (.5) * 30 = 15
Commerce = 10/20 (.5) * 17 = 8.5

Other than that one minor change, everything else can still work exactly the same way. This just means there is one less thing to micromanage for both the human and the AI. It also removes the need for the city screen to have a large map of the city's borders.
 
Well, there are several possible answers to that question...

1. You don't, and you use existing tools (perhaps more of them though) to deal with unhappiness.
2. You have buttons which allow you to emphasize one aspect over another, so that if you click on the production button, you get a boost to production at the cost of a cut to food and commerce.
3. You drop happiness and replace it with something else (like stability).
4. You provide new tools to deal with happiness (new specialists, a boost happiness button which costs something, etc.)
 
What's the gain of this?
It's less realistic, it makes cities less effective, makes it nigh impossible for a city to exist in a desert (even on a floodplain).

The micromanagement of resources is generally tiny. Just switch focus. Doing more micromanagement only matters on massively high difficulties.
 
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