Revolutionizing the basic city principle.

HanWuDi

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I've illustrated the exact mechanics of this in posts you can find here:
The Province System
The City System 1 and 2
-End edit-

I've been giving a lot of thought to how I would like to see a hypothetical Civ V innovate over previous games. There's one idea that keeps coming back to me, and I thought I'd throw it out here to run it past some people.

Cities were not the backbone of most ancient societies. Agriculture was. Most humans weren't city dwellers for the majority of history, we were largely farmers. Now Civ has created this system where, for the sake of a simple game engine, all farmers live in metropolises and commute to their fields each day. While this makes for simple gameplay, because all you have to manage as pertains to your civilization's land use can be carried out in the city screen, it means certain periods of history are virtually impossible to faithfully represent.

For starters, the early middle ages was a period of de-urbanization. Medieval lords had large kingdoms and powerful armies, but they did so without controlling and taxing cities, they did so by trading land to soldiers for military service. Civ has never been able to handle this economic system (this is the technical definition of feudalism for those who don't know) with any degree of accuracy.

Second, cities do not depend on grain farmed within a fifty mile radius. No major metropolis could exist if their food supplies couldn't be imported. So modern history also cannot be represented accuratly. In Civ IV, for a city to be a major commerical center, all its tiles had to be towns, meaning most major commercial cities couldn't surpass a population of 20, whereas agricultural centers could reach upwards of 40 on occasion.

To fix this, I propose that cities and the system of working land be seperated, as follows.

When the game starts, you will already have an administrative center and several farms or pasturelands adjacent to it, organized into a prefecture. These farms and pastures are themselves inhabited by permanent population working the land and providing their own food, plus a surplus if the land quality is good. The administrative center is like a stripped down city, and may be developed into a sizeable city over time, but at the beginning, it only holds the local administration of the prefecture. Farms will ship their excess food to their prefecture's administrative center along roads or rivers. The prefecture or province replaces the old "city radius," except that it's size isn't limited to any arbitrary distance. You decide what prefecture you want an inhabited tile in, only the farther they are from the center, the more expensive it becomes to move food and resources, and the price of the infrastructure will be become prohibitive if you try to make one uber-province.

Now, when the food reaches the administrative center, it can be used for several purposes:

Cities can be build within prefectures, and will need this food imported to them to support sizeable populations. Without supporting cities, science, commerce, and production will not be able to occur on a large scale.

Raw materials from mines, etc., will aslo be gathered by people living in the tile with the mine, who will need to be supported with food from the prefecture. Note that, just like farms become prohibitivly expensive long distances from administrative centers, it will become prohibitivly expensive to ship food to a mine which is far off the major roads or rivers at the edge of your prefecture.

Administrative centers can trade unneeded resources to other administrative centers in need. This will be expensive if your civ only has the wheel researched, but in this way, in late games civs which have researched railroad and refrigeration can easily ship food from breadbaskets to major trade centers, creating metropolises like we actually see in the world today.

Workers would still build farms and mines the way they do in previous civs, except population will then grow into them from other tiles that are reaching capacity or less fertile or prosperous.

The question is, would this be prohibitivly complecated, such that everything would need to be micromanaged? I don't thinks so, and here's why. We already have to manage what tiles are used in the city screen. In the "prefecture screen" or whatever we'd call it, we could redistribute population in about the same way. The computer could calculate the extra food left over, and then you could designate "send 20% of the food from the Kansas prefecture to local cities, but send the other 80% to these three cities by such and such a percent.

Such a system would also allow for a truely feudal economy. Say the game has an option like in Rhy's and Fall of Civilization where you start the game at about 300 A.D. as the Franks, with a lot of soldiers and tribespeople, but no land or cities. You overrun the nearby Roman Empire, supporting your units' upkeep costs with pillaged money from cities you burn down. But now you've carved out your kingdom in France and have to find another way to support your units and create new ones. You don't have any large cities to do the job, so you designate a few tiles here and there as a fief for one of your elite and expensive units. That new lord will cost no upkeep, and will be required to raise a few more units for your army in return for his land, which no longer pays taxes to your administrative center, but to your lord. If those units die, he'll have a few turns to provide new units, or forfeit his lands back to you. Obviously you'd want to raise new cities eventually, and de-installing lords can be tricky, but feudalism has its advantages in the short term, and it's something I'd like to see in the game.
 
feudalism is already represented with vassalage civic giving you free military units. as for me, number of free units must be increased for this civic, but commerce output lowered as feudal manors were natural economies.

what's the major difference between your conception of prefecture and current city conception? you can just think of civ cities as of prefectures. cottages represent provincial cities, farms - agricultural areas and workshops - industrial ones etc.

the only revolutionary principle is food distribution among cities. attempts to mod this are taken:
http://forums.civfanatics.com/showthread.php?t=333270
 
Seems a bit too complicated. The beauty of the current city system lies in its simplicity. Sure, it is reasonably unrealistic, but it is easy to use. And there is the very real possibility that the cities just represent the centre of the BFC, and a city's population really represents the total population of that area. Simply thinking of it in these terms would solve the problem of it being unrealistic.
 
However, the stuff about the modern era holds true. With improved transportation, a region (represented by its major city) is less dependent on its own local area and a greater portion of the population is working in specialized jobs (ie in cities). What's needed could be done by improvements to buildings and specialists.

Existing specialists would be replaced with just one, "Urbanite," which consumes two food as now. Each urbanite would get you a certain number of staff, with would increase with improved food storage and distribution, so initially each urbanite creates one staff, but certain buildings can consume one food and repackage it so it feeds multiple staff.

Under this scheme, each kind of building should be something you can build any number of times, but each building should require staffing. Thus you can build ten libraries, but it will cost you ten staff to do so. In addition to food, different kinds of staff would also cost different amouts of gold to maintain, depending on civics. Maybe you should also have to build housing for staff.

There should be buildings for converting bonuses into yields (using them up in the process). Thus you can convert a Wheat bonus from Kansas into food in New York.

I'm just saying Civilizaiton is laregly about Cities and the impact of increasing Urbanization and specialization. Not about prefectures.
 
I do think we should keep the current city system but I believe a new feature could be to trade food beetween cities that have a market and a granary.
 
whats need to be 'revolutionized' is city groth model i think :) It's too unnatural for my taste.
Health/Unhealth ratio can be used instead, affecting chance of groth.
Chanse to grow or shrink (determined by sign(:health:-:yuck:)+RND(-1..1)) are say ABS(:health:-:yuck:+RND(-1..1)) times in X. X is some big number. Or just using :health: accumulation instead of :food: in current city groth model.

thus food will not be needed for groth directly, it will be needed to feed population / armies, it will be possible to store, distribute and trade food.
 
HanWuDi idea is original (prefectures of diverse sizes and forms) but yes,

what's the major difference between your conception of prefecture and current city conception? you can just think of civ cities as of prefectures. cottages represent provincial cities, farms - agricultural areas and workshops - industrial ones etc.

this is true too.


The thing I'm thinking is that I think that Civilization IV is the culmination of the original Civilization way of think. If Sid Meiers could make in the 1990 CivIV (with the graphics, complexity...) he would did it.

I think next Civ would be very very NEW, and any type of city/province administration can be possible.

Anyway, the nuclear city system is to Civilization what the Polis are to Greece....
 
feudalism is already represented with vassalage civic giving you free military units. as for me, number of free units must be increased for this civic, but commerce output lowered as feudal manors were natural economies.

what's the major difference between your conception of prefecture and current city conception? you can just think of civ cities as of prefectures. cottages represent provincial cities, farms - agricultural areas and workshops - industrial ones etc.

the only revolutionary principle is food distribution among cities. attempts to mod this are taken:
http://forums.civfanatics.com/showthread.php?t=333270

The major difference was that this allows for civilizations without urbanization and cities without nearby resources. People live in the tiles they work, and cities can be optional. They become centers of science and commerce, but land use is an independant function which doesn't require cities nearby.

Maybe this is just a gripe for the historians that play civs, but most manners of land use in history cannot be represented in a system where cities work land. Cities are usually built on the basis of nearby trade routes, rivers, or harbors on the sea. The reason New York is on the Hudson and the Atlantic has nothing to do with the good farmland nearby which could feed such a huge city. Feudal states didn't raise professional armies through cities at all. Places like Siberia and northern Canada aren't Russian and Canadian because of the huge cultural value of their cities. Civ IV only allows for, essentially, empires made of local city states.

As for this being too complecated, I disagree. When it comes down to interface, you're just seperating the one city screen, containing land use, buildings, commerce, production, etc., into two screens: one for land use, managed the same way as before, and one for production and commerce in cities, managed the same way as before.
 
im not a historian but i like history and i understand what do you mean.
the problem is that you treat game abstractions too literally. you can think of city like of province laying in its BFC and those 6 people do not live in city itself but on surrounding tiles. moreso, dont you mentioned that there is only ONE population that is working on a city plot? if there are no specialists of course.

Thus there are no problems with feudalism as well as any other historical societies except maybe nomads - that can be solved by introduction of movable cities representing a nomadic tribe.
 
I see plots containing a growing population up to a cap imposed by your technological level. Rather than grassland producing two food, farms on grassland producing three, etc., farms could contain up to two farmers on grasslands, one on plains, and three on flood plains. In this way low-yield land could still be totally used, and all of it could be inhabited, but it just wouldn't give the same surplus for your cities to use.

Feudalism is a trade of land for armies. That cannot be implemented in the current system. You still have to build armies in cities based on the city's industrial capacity. Until you raise armies from fiefs without involving cities or production, it's not feudalism. Feudalism is by necessity defined as decentralized. Civ IV has no system for decentralized land management.
 
I suppose I should also note that I'm not a big fan of the idea of "culture" determining the size of your nation. Boundaries would be determined by (at least in part) how many people you've actually moved into a region.
 
Rather than grassland producing two food, farms on grassland producing three, etc., farms could contain up to two farmers on grasslands, one on plains, and three on flood plains. In this way low-yield land could still be totally used, and all of it could be inhabited, but it just wouldn't give the same surplus for your cities to use.
i do not see any drastical changes here. that's the essentialy the same.

Feudalism is a trade of land for armies. That cannot be implemented in the current system. You still have to build armies in cities based on the city's industrial capacity. Until you raise armies from fiefs without involving cities or production, it's not feudalism. Feudalism is by necessity defined as decentralized. Civ IV has no system for decentralized land management.
you can not produce anything without industry. there were mines, smithies etc in feudal manors that were producing weapons etc. mines in civ are not in cities. they are in cities bfc. once again you can think of city plot as a some baron's estate and of surrounding tiles as of his or his vassals lands. thats not considerable how exactly all the system represented by 'city' works - its just a black box functioning in one or another way respectively to civics you have chosen. under feudalism there is "something decentralized" in bfc, allowing you to have more skilled troops popping out of this region but in price of higher maintenance costs representing feudal economy weakness and inability to hold vast territory under the king's rule.

As for culture i think this conception is far from perfect i agree
 
You are confusing similar results with same method. It's getting to the point where you're going to call any system wherein ultimately farmers grow food and people eat it in cities "essentially the same."

In the current system, if you use undeveloped plains, you actually take a hit to your food supply, and if your city doesn't have any grassland or nearby source of irrigation, it can't grow over size 2, or use any of the other 18 tiles in your radius. That isn't the way agriculture works. Civilizations don't dispatch their farmers en masse to lands that aren't even fertile enough to support the farmers themselves, they settle lands up to the land's carrying capacity. Significantly sized cities existed in ancient times in semi-arid lands by keeping livestock on pasture lands not good enough for farming but good enough for grazing. This simply can't be represented unless tiles have varying carrying capacities. A piece of developed grazing land should only be able to house X people, producing a bonus food supply of Y food, whereas a tile of developed rice farms should be able to house 5X farmers producing 7X surplus food.

Also, the point of feudalism is that it's never your production that raises armies. Kings do not ever raise standing professional armies with their own currency and production in feudalism: when they started doing that at the end of the High Middle Ages, it was one of the things that marked the end of feudalism. When you get armies you didn't build in exchange for land which you can't work yourself, it will be feudalism. Noting else cuts it, no matter how hard I pretend things represent things that they don't.

It is exactly this notion that I can just pretend that my cities are now all feudal manors that I'm taking issue with, nevermind the fact that cities and manors coexisted in a feudal society as seperate entites, unable to fulfill each other's function. That was fine and good when civ II had to function on low powered machines, but with current and future computing ability, the computer should be able to handle more complecated basic procedures. We can still make the interface user friendly and low on the micromanagement side without dumbing down the rules that the computer is following.

I can easily take out paper and play my own version of civ pen-and-paper style, pretending to play civ IV, but I have no interest in doing so.
 
Exactly the problem. Civ's city system means empires will never be anything more than a federation of city states.

This is not a bug. This is a feature.

There are any number of games where you mange an empire by managing an empire. The enduring solidity of Civ comes from managing an empire as emergent property of managing cities.
 
This is not a bug. This is a feature.

I would say none of the two.

There are any number of games where you mange an empire by managing an empire. The enduring solidity of Civ comes from managing an empire as emergent property of managing cities.

The other games are not less enduring, they are simply less mainstream.


I would not disagree in making the management of the empire in Civ different from the nowadays city system. It's kinda boring and limitating now.
 
This is not a bug. This is a feature.

There are any number of games where you mange an empire by managing an empire. The enduring solidity of Civ comes from managing an empire as emergent property of managing cities.

It's a very restrictive feature, which is why I propose changing it. In reality, cities emerged out of land use, not the other way around.
 
It's a very restrictive feature, which is why I propose changing it.

How do you feel it is restrictive ? I mean, i understand not everyone likes managing everything in fine detail like i do, bu that's what better city governors and so on are for.

In reality, cities emerged out of land use, not the other way around.

Realism is not an argument for making a better game unless it comes with arguments for how it would lead to better gameplay, and I'm not reading your proposal as really making that much difference to gameplay one way or the other.
 
It is more libertaing to potential gameplay to seperate cities management from land organization. The current city-state principle of land management makes a city's value primarily determined by nearby farms and mineral resources. Serious trade doesn't exist in the game, and the token gestures trade recieves (a few trade routes that mean nothing compared to a city radius full of towns) still don't influence where cities are placed and how they grow.

Imagine the new options in warfare opened up if you could threaten the entire infrastructure of a nation by rampaging its major breadbaskets, which could be many tiles away from their greatest cities, just to name one new possible scenerio. Rome depended on Egyptian grain, for instance, and the greater part of the decline of the city from 400-500 A.D. had nothing to do with direct barbarian attacks, but on cutting trade routes. Constantinople was impregnable until gunpowder siege weapons, but for the city to thrive, it needed to be able to defend its breadbaskets in Asia, and when the Turks overran Anatolia, the city was in serious trouble.
 
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