techathon
Member
It sounds like unnecessary micromanagement to me....
Hm.. ok theres some beautiful pictures you draw. Maybe i'm getting annoying, but i still cant realize how your ideas are revolutional. Those provinces are no more than civ's ctites with overlapping BFCs. You can modify BFC maximum radius, introduceHaving stripped most of the traditional use of cities from the cities, I'll adress what I see them doing sometime soon.
an interesting idea. but i am not sure that present day personal computers are capable of conducting such a calculations (see 'linear programming') fast, especially for a large number of cities (pardon, prefectures) and resources.However, it doesn't really require it. You can set up your own trade routes, or you can let your city do it itself based on what it needs and what you tell it to do.
On need resources:an interesting idea. but i am not sure that present day personal computers are capable of conducting such a calculations (see 'linear programming') fast, especially for a large number of cities (pardon, prefectures) and resources.
However, I do not understand why is there 5 places for vegetables and 5 for wheat in the Rome prefecture. There are 6 farms, say 1 wheat farm with a room of 5, and 5 vegetable farms with a room of 5 also? (1 each) Am I right?
I like the food distribution between regions. This was realized in civ2 with trade caravans I seem to recall.
I also like the concept of a flexible region size instead of a fized BFC. You could have the size of the region controled by tech or buildings or spending on law enforcment in a city etc.
this may result in two closely situated agricultural provinces supplying each other with food. there must be a way to determine the needs.On need resources:
Find provinces with extra resources
Find province with cheapest trade route
Establish trade route
Agricultural cities do not need food. Food need is determined by cities whose potential for industry surpasses their potential for feeding their industrial workers. Overwhelmingly agricultural provinces would usually not have a high potential for industry.
On the other hand, if two provinces grew entierly different kinds of food, supplying each other with different kinds of food would be a boon to health, happiness, and tax income, with a low trade upkeep, so it would be a very good result to see.
I also think Civ 5 should abandon the BFC completely. Any tile within your border should be workable, resource tiles outside your border are not "workable" but the resource can be acquired with the proper tech and tile impovement.
I also think that citys should be able to share resources over the entire empire. So a food rich city can feed a starving city, or a production power house city could be used to help build for another city.
The key again being distance, as food or production is moved from city to city it loses it's value.
As for the culture border sub-discussion going on. I think it works well except it needs to take into consideration of military control. If I have my army garrisoned on a mine tile, your culture shouldn't be able to push me off it.
I remain adamantly opposed to this. There are any number of epire managmement games out there; what makes Civ Civ is empire managment as an emergent property of city management.
I agree, but caravans are the means to do this.
I disagree here though. Or rather, the additional cost of moving it is adequtely represented by the time and production taken in building the caravana and moving it.