AndrewCree
Chieftain
- Joined
- Apr 10, 2005
- Messages
- 16
Too many ideas that need further development, otherwise they simply add complexity without increasing the value of the game.
Example, the tax slider part 2.
At least this one does mention bonuses (although penalties could apply as well), but then gives no suggestions!
I'll look at education. Currently, only literacy is tracked.
Let's change this so that the education level of the population is tracked (this can be tricky - a 1630s University student is not going to have the same knowledge as a 1830s University student for example).
Now we add in that the work done by a citizen is related to the education/knowledge rating of the citizen (awhich should be tracked individually).
So as an example (having to rush the names here, just using a number):
1 - (starting level) - can gather up to 2 food, 1 hammer, 1 coin
2 - (needs libraries) - can gather up to 3/2/2
3 - (needs schools [new education building]) - can gather up to 4/3/3
4 - (needs universities) - can gather up to 5/4/4
5 - (research labs) - can gather maximum resources
[I did think about making it a percentage, but that has the potential to cause a problem early game with food shortages - although percentages would work for specialists].
Putting more tax to education increases the rate of education improvement. A low value (say 1g per instiution per city) should be adequate to maintain the standard of education. This means there's times when you can cut down on education expenditure. Other times, you will want to increase it (e.g. you are building a lot of education buildings after conquering a less well educated nation).
Finally, we can make education buildings effectively "maintaince free" - upkeep comes from the eduction "budget", not the "general" budget.
However, is this going to add to the enjoyment factor? It is, after all, another level of complexity and micro-management that not everyone will want. I'm of the opinion that such "sim-like" changes may be better recieved in the form of options (Detailed Budgets in this case).
I will come back and edit this later - I'm close to running late for work now (I think I have a better idea for how to use the education levels).
Edit:
Yeah, the alternative certainly seems simpler to understand.
Rather than the Education level limiting the maximum capabilities of a Citizen, a certain education level is required to benefit from an advance/improvement.
As an example, a education-level 1 citizen can only gather the basic resources from a tile.
Education level 2 allows them to take advantage of Irrigation and Mines.
Education level 3 allows them to use Plantations
Education level 4 allows them to use Workshops
Education level 5 allows them to use Offshore Platforms.
It's not a definative list by any means (nor is it intended to be).
The question now though, is "does this increase in complexity add anything to the game?".
I've had fun coming up with it. I can see it being a pain in the backside to play with. Hence, it needs to be optional.
Example, the tax slider part 2.
62. Tax, Culture, Espionage 2
Splitting your income into research, culture, and spying with whatever is left from the 100% whole being left for taxes is too simplistic. This could be upgraded to include other budgetary areas such as: the defence budget, police, social security, health, education and whatnot. Each of these brings their own kind of bonus. So instead of the 100% whole being allocated in four main areas it would be increased to seven or eight. Go on and pump 80% into your defence budget. You won't have much left to spend on anything else and the people will be sure to grumble.
At least this one does mention bonuses (although penalties could apply as well), but then gives no suggestions!
I'll look at education. Currently, only literacy is tracked.
Let's change this so that the education level of the population is tracked (this can be tricky - a 1630s University student is not going to have the same knowledge as a 1830s University student for example).
Now we add in that the work done by a citizen is related to the education/knowledge rating of the citizen (awhich should be tracked individually).
So as an example (having to rush the names here, just using a number):
1 - (starting level) - can gather up to 2 food, 1 hammer, 1 coin
2 - (needs libraries) - can gather up to 3/2/2
3 - (needs schools [new education building]) - can gather up to 4/3/3
4 - (needs universities) - can gather up to 5/4/4
5 - (research labs) - can gather maximum resources
[I did think about making it a percentage, but that has the potential to cause a problem early game with food shortages - although percentages would work for specialists].
Putting more tax to education increases the rate of education improvement. A low value (say 1g per instiution per city) should be adequate to maintain the standard of education. This means there's times when you can cut down on education expenditure. Other times, you will want to increase it (e.g. you are building a lot of education buildings after conquering a less well educated nation).
Finally, we can make education buildings effectively "maintaince free" - upkeep comes from the eduction "budget", not the "general" budget.
However, is this going to add to the enjoyment factor? It is, after all, another level of complexity and micro-management that not everyone will want. I'm of the opinion that such "sim-like" changes may be better recieved in the form of options (Detailed Budgets in this case).
I will come back and edit this later - I'm close to running late for work now (I think I have a better idea for how to use the education levels).
Edit:
Yeah, the alternative certainly seems simpler to understand.
Rather than the Education level limiting the maximum capabilities of a Citizen, a certain education level is required to benefit from an advance/improvement.
As an example, a education-level 1 citizen can only gather the basic resources from a tile.
Education level 2 allows them to take advantage of Irrigation and Mines.
Education level 3 allows them to use Plantations
Education level 4 allows them to use Workshops
Education level 5 allows them to use Offshore Platforms.
It's not a definative list by any means (nor is it intended to be).
The question now though, is "does this increase in complexity add anything to the game?".
I've had fun coming up with it. I can see it being a pain in the backside to play with. Hence, it needs to be optional.