Hail
Satan's minion
the exact numbers and names are subject to discussion. the amount of resource that a resource icon represents and the amount to "extract" from it each turn is also subject to discussion.
1) the city itself should generate trade: 1t per pop head. this number is added to the trade "gathered" from worked city tiles. e.g. this is the base trade that markets and/or bank and/or stock exchange will increase.
2) drop the "selfevolving" [pottery] cottages and replace them with "fair"->"market"->"supermarket"->"hypermarket" tile improvements.
a fair generates 2 trade, a market 4 trade, a supermarket 6 trade, a hypermarket 9 trade.
3) resources become depletable and gain 2 flags: renewable/non renewable, consumable/non consumable.
a resource when consumed, will add food and/or shields and/or trade... not sure about food and shields, but the consumed resource should add 1 trade per pop head per turn.
e.g. a city of size 1 can consume 1 ivory, 1 spice, 1 etc. per turn to gain 1 trade per resource per turn.
now a city of size 5 can consume 5 of each resource per turn if it has them. big cities have a greater consumer capacity than small ones.
3.a) resources that a city was unable to consume are stored. stored resources can either be sent to other cities of of the empire to be consumed by the city or used for some other purpose.
3.b) resource renewablity: any renewable resource that a civ discovered can be replanted on any other tile belonging to the civ if the following criteria are fulfilled:
3.b.a) no 2 renewable resources can be adjacent.
3.b.b) the reqs for the resource must also be met (e.g. deer can only reside on a tundra tile, etc.).
3.b.c) a tech for replanting must have been discovered. for domestic animals it would be "animal husbandry", etc.
4) international trade:
any resource in any quantity can be traded with any civ that you have a relation with. all access resources from all cities are pulled into 1 logical resource pool. all international trade is for gold per unit of resource.
4.a) any civ can set a tax on trade so the buyer will actually pay more then "gold per resource" * "number of resources bought". this tax money will directly go into the seller's treasury.
4.a.a) the number equal to "gold per resource" * "number of resources bought" is turned into trade and divided proportionally by the cities (or city) whose resources where bought. NOTICE: this trade bonus is subject to building bonuses!
OR
4.a.b) the number equal to "gold per resource" * "number of resources bought" is also added to the treasury.
5) markets, banks, stock exchanges, airports, docks should all increase trade and leave the taxes along. however libraries, schools, univercities, etc. should still only increase science.
6) selling and buying units: any unit you own can be set to sell for gold by a setting a price on it. groups of units can be sold together.
6.a) a unit for sale must be passive: sleeping or fortified, or doing nothing.
6.b) if attacked or forced to defend, the unit is removed from the selling list.
6.c) a civ cannot buy units it does have the preqs for. e.g. cannot build. should buy the preqs first.
6.d) any civ can buy any unit on the selling list. if bought, the price is deducted from the treasury and the unit is removed from the selling civ and appears at the nearest from the seller's civ buyer's civ's city.
6.e) any civ can create a buying order for units by setting the type, amount, and price per unit. the sum is deducted from the treasury immediately.
7) sellin and/or buying land and/or cities can be negotiated during diplomatic contacts between civs.
1) the city itself should generate trade: 1t per pop head. this number is added to the trade "gathered" from worked city tiles. e.g. this is the base trade that markets and/or bank and/or stock exchange will increase.
2) drop the "selfevolving" [pottery] cottages and replace them with "fair"->"market"->"supermarket"->"hypermarket" tile improvements.
a fair generates 2 trade, a market 4 trade, a supermarket 6 trade, a hypermarket 9 trade.
3) resources become depletable and gain 2 flags: renewable/non renewable, consumable/non consumable.
a resource when consumed, will add food and/or shields and/or trade... not sure about food and shields, but the consumed resource should add 1 trade per pop head per turn.
e.g. a city of size 1 can consume 1 ivory, 1 spice, 1 etc. per turn to gain 1 trade per resource per turn.
now a city of size 5 can consume 5 of each resource per turn if it has them. big cities have a greater consumer capacity than small ones.
3.a) resources that a city was unable to consume are stored. stored resources can either be sent to other cities of of the empire to be consumed by the city or used for some other purpose.
3.b) resource renewablity: any renewable resource that a civ discovered can be replanted on any other tile belonging to the civ if the following criteria are fulfilled:
3.b.a) no 2 renewable resources can be adjacent.
3.b.b) the reqs for the resource must also be met (e.g. deer can only reside on a tundra tile, etc.).
3.b.c) a tech for replanting must have been discovered. for domestic animals it would be "animal husbandry", etc.
4) international trade:
any resource in any quantity can be traded with any civ that you have a relation with. all access resources from all cities are pulled into 1 logical resource pool. all international trade is for gold per unit of resource.
4.a) any civ can set a tax on trade so the buyer will actually pay more then "gold per resource" * "number of resources bought". this tax money will directly go into the seller's treasury.
4.a.a) the number equal to "gold per resource" * "number of resources bought" is turned into trade and divided proportionally by the cities (or city) whose resources where bought. NOTICE: this trade bonus is subject to building bonuses!
OR
4.a.b) the number equal to "gold per resource" * "number of resources bought" is also added to the treasury.
5) markets, banks, stock exchanges, airports, docks should all increase trade and leave the taxes along. however libraries, schools, univercities, etc. should still only increase science.
6) selling and buying units: any unit you own can be set to sell for gold by a setting a price on it. groups of units can be sold together.
6.a) a unit for sale must be passive: sleeping or fortified, or doing nothing.
6.b) if attacked or forced to defend, the unit is removed from the selling list.
6.c) a civ cannot buy units it does have the preqs for. e.g. cannot build. should buy the preqs first.
6.d) any civ can buy any unit on the selling list. if bought, the price is deducted from the treasury and the unit is removed from the selling civ and appears at the nearest from the seller's civ buyer's civ's city.
6.e) any civ can create a buying order for units by setting the type, amount, and price per unit. the sum is deducted from the treasury immediately.
7) sellin and/or buying land and/or cities can be negotiated during diplomatic contacts between civs.