Name of Feature: Deeper modelling of laborers & specialists
What this feature should do in the game:
First, let's take into account that each city produces 3 types of resources: food, shields & gold by working a tile with a laborer. Those will be refered as 'basic resources'.
Then, there are 3 other types of resources: research, happiness and culture which are a transformation of a basic resource (gold can go to research or happiness), produced by a luxury (happiness) or by a building (culture) where there's no tile directly involved. Those will be refered as 'advanced resources'
Currently there are generic laborers which produce certain amounts of each basic resource based on tile potential and the improvements on it.
The idea is to have 3 types of basic laborers:
a) food laborers: produce a large amount of food and a small amount of shields.
b) shield laborers: produce a large amount of shield and a small amount of gold.
c) gold laborers: produce a large amount of gold and a small amount of food.
Each amount will be modified by the tile potential and the improvements on it, as it's now.
And also have 3 types of advanced laborers (availables with some appropiate tech advance), those who can only produce a small amount of gold; but in replace of producing food and shields, they can produce one type of the advanced resources:
a) research laborers: produce a large amount of research.
b) happiness laborers: produce a large amount of happiness.
c) cultural laborers: produce a large amount of happiness.
Each amount will be modified by the tile potential and the improvements on it, but maybe an special type of improvement (available with the same tech advance required to actually have the advanced laborer) will be required to have the advanced laborer working the tile.
An example of this was given in another thread by sourboy, a worker can give a tile a 'national park' improvement and can only be worked by an advanced laborer of the cultural type named 'forest guard'.
Let's now go into specialists, those who produce one or more types of resources (be they basic or advanced) by their own instead of having to work a tile.
So there'll be six types of basic specialists, those who produce only one type of resource: food specialists, shield specialists (currently civil engineers? i haven't played Conquests yet), gold specialists (currently taxmen), research specialists (currently scientists), happiness specialists (currently entertainers), cultural specialists.
But also 15 types of level 1-advanced specialists (producing two types of resources): fs, fg, fr, fh, fc, gr, gh, gc, rh, rc, hc.
12 types of level 2-advanced specialists (producing three types of resources): fsg, fsr, fsh, fsc, fgr, fgh, fgc, frh, frc, grh, grc, rhc.
8 types of level 3-advanced specialists (producing four types of resources): fsgr, fsgh, fsrh, fsrc, fgrh, fgrc, frhc, grhc.
3 types of level 4-advanced specialists (producing five types of resources: fsgrh, fshrc, fgrhc.
And the level 5-advanced specialist (producing all types of resources): fsgrhc.
Of course, the higher the level of the specialist the higher the era of the tech advance required to have it. Maybe this will lead to expand the current eras to 6 in order to fit the number. Basic specialists are availables in era 1, level 1-advanced specialists in era 2 and so on till level 5-advanced specialists in era 6.
A final note is that some appropiate tech advances may increase the laborers or specialists productivity.
How would this feature work:
This feature will indeed increase micromanagement, but will help to enhance the modelling of the economic system. Allowing to have specialized cities to enhance the production of a needed resource in each part of the empire.
Gameplay:
Those cities close to tiles which produce only a small amount of food (like mountains or jungles) can have a few food laborers and a lot of shield labores to turn it into a shield-specialized city. The same goes for the other options and have a food-specialized city that grows fast to allow expansion and have a gold-specialized city that allows the empire to pay the bills.
To avoid exploitation there should be a turn-delay on changing a laborer from a tile to another (also proposed by sourboy in the same another thread) and on changing a resource to another (food-laborer to shield-laborer, for example). The higher the difference, the higher the delay.
The AI can use this feature just as the human does to maximize an specific city production according to a goal. By just asigning a flag to each tile to represent it dominant resource and have it read by the AI. This shouldn't put a pressure on system resources, because it's just extra information per tile... maybe a couple of nanoseconds more to process and a couple of bytes more to store.
Keep civilized
David