Removing Tile Juggling

KrikkitTwo

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Apr 3, 2004
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In Civ V your 'workable area' will expand one tile at a time.

What if that wasn't workable area but "Worked" area.



I'm proposing that you Don't need Population to work tiles.

A city works Every tile in its radius that it has added to its borders

The "City population" is then Only Specialists.

The change would be

Tiles produce
Food
Material
Special Resources

The city populations (all of which need food) would generate
Production (which would need Material)
Science
Culture
Trade.. based on routes to other cities and resources in this city

You would then
1. Determine what Tiles you want to get next
2. Determine what tiles you want to improve

But your "Tile complement" wouldn't be shiftable, Only your "City Workers" would.

This would remove the Puzzle game and make City Development more planned, essentially 'tiles' would be like buildings, you decide once to invest in getting them and then you get them.
 
Has it been confirmed yet whether it is 'workable' or 'worked'?

I would still favour 'workable' however, as it seems to make sense that the amount of tiles you work is dependent on how many people your city has.
 
Has it been confirmed yet whether it is 'workable' or 'worked'?

I would still favour 'workable' however, as it seems to make sense that the amount of tiles you work is dependent on how many people your city has.

The presumption is that the people working the tiles aren't in the city, they are in the tiles.
 
I've always assumed that your city's population represents the population of your BFC. Hence why your population works your tiles. They are assumed to live in the city region, and be counted towards the city population as such. This seems to be a realistic way of looking at it, as otherwise you'd have no population out of your cities, which would seem a bit odd.
 
The issue is that these people are constantly moved from place to place.

Also if most tiles only give
food (to support city population)
and
Materials (to allow the city population to produce things)

You will still have a city population roughly dependent on the number of tiles (say a Grassland gives 1 food... 2 with a farm

Then your city population would be # Grassland tiles/2 (doubled once they had farms)

If you had a forest that provided 2 Material... you would still need a City worker or 2 to make that into 2 Production.

That would decrease the micromanagement because you wouldn't Juggle tiles for economic management, you would 'acquire' them... and then juggle your city population of 'specialists'.
 
Yeah, I guess, although a lot of people like the fact that they can control that type of stuff and micromanage to give themselves an advantage. It's a valid way to win.
 
Reading the first post made me think of Colonization with its different levels of workers/specialists in a city who could work raw materials from the land or be used to convert the raw materials to secondary products.
The full level of Colonization complication in Civ would over-complicate matters I think but food for thought perhaps.
 
To make perfect sense, there should be 2 population for each city. One inside the "walls", one outside. The one outside would be mostly peasants, miners, and the one inside specialists. It's odd that in past Civs, we can do all the way long without specialists, when it is said to be one of the main phenomenon of "the" civilization.

At first, though, every people should work the land (city size 1). With a new tech, like Animal Husbandry, peasants should be able to work the land more efficiently, making some room for specialists, like blacksmiths, soldiers, priests, merchants, etc...

The excedent food would go inside the walls, determining the size of the city and the number of specialists you have.

Still to determine pop growth and production...
 
there should be 2 population for each city. One inside the "walls", one outside. The one outside would be mostly peasants, miners, and the one inside specialists...

At first, though, every people should work the land (city size 1). With a new tech, like Animal Husbandry, peasants should be able to work the land more efficiently, making some room for specialists, like blacksmiths, soldiers, priests, merchants, etc...

The excedent food would go inside the walls, determining the size of the city and the number of specialists you have.

Wow, really interesting ideas. I think they should have every tile in the city radius to be worked tiles, and then split the population like someone earlier said. Then they could give specialists a much bigger role then just raw production or culture. For instance, the main production would still come from the tiles worked outside, but the engineers inside would refine the iron, so all the bonuses of the iron would not work until it is refined. In this way it would kinda be like Colonization with the different levels (someone mines it, someone refines it) without going too much into detail.

I would still favour 'workable' however, as it seems to make sense that the amount of tiles you work is dependent on how many people your city has.

By splitting the population, they could have the growth of the BFC based not just on culture but also on population of the BFC, and the specialists inside the city would have a separate population to determine specialist numbers.

On a somewhat different note, I think merchants should somehow tie into trading routes, for instance every merchant generates 1 gold per trade route or something like that, making trade routes slightly more about gold and not just about resources (I know trade routes generate commerce but barely enough to make them a dominant mechanism; they are more about being able to trade with a civ.)
 
By splitting the population, they could have the growth of the BFC based not just on culture but also on population of the BFC, and the specialists inside the city would have a separate population to determine specialist numbers.

You could have border growth based on population as well as culture without splitting the population.
 
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