Stefanskantine
Angry Partisan
What about a resource/production system based on something more similar to some RTS games out there, adapted of course, for the turn-based world of civ?
1) Every tile has a certain endowment of specific natural resources. For instance, a forest tile has a certain amount of wood and a certain amount of food.
2) To build, for example, an archer, say you need 10 food and 5 wood. If your city's worker is currently operating on the previously described forest, the worker harvests a certain amount of food and wood per turn from the forest, maybe 2 wood and 1 food for example. These resources go to your city's stockpile. When you stockpile enough, you can create an archer.
3) As you discover more technologies, some tiles will be seen to contain iron, saltpeter, oil, uranium, etc., all harvested in the same way. Non-renewable sources will have a fixed amount on the tile and dissapear over time.
4) You can stockpile resources and trade them between cities, or even civilizations. (Include a transactions cost based on the extent of your road/railroad system)
5) Gold will be a resource valued by all as a medium of exchange. You can only get gold by harvesting it from the earth like a normal resource, trading for it, or capturing it. It will be the principal medium of foreign exchange.
6) Eliminate commerce as a resource in the current sense. Science will be produced by devoting individual workers to science instead of working a tile.
7) Commodities will be traded freely making for a more interesting economic system
1) Every tile has a certain endowment of specific natural resources. For instance, a forest tile has a certain amount of wood and a certain amount of food.
2) To build, for example, an archer, say you need 10 food and 5 wood. If your city's worker is currently operating on the previously described forest, the worker harvests a certain amount of food and wood per turn from the forest, maybe 2 wood and 1 food for example. These resources go to your city's stockpile. When you stockpile enough, you can create an archer.
3) As you discover more technologies, some tiles will be seen to contain iron, saltpeter, oil, uranium, etc., all harvested in the same way. Non-renewable sources will have a fixed amount on the tile and dissapear over time.
4) You can stockpile resources and trade them between cities, or even civilizations. (Include a transactions cost based on the extent of your road/railroad system)
5) Gold will be a resource valued by all as a medium of exchange. You can only get gold by harvesting it from the earth like a normal resource, trading for it, or capturing it. It will be the principal medium of foreign exchange.
6) Eliminate commerce as a resource in the current sense. Science will be produced by devoting individual workers to science instead of working a tile.
7) Commodities will be traded freely making for a more interesting economic system