Transferring Food/Hammers

tootired22

Chieftain
Joined
Oct 9, 2010
Messages
18
Is there any mod that does the following?

You can ship from city A --> city b either :food:or:hammers:
I think this may add a little more realism, since that is how things are done in modern times. if city A has clams then it can be shipped to City B (maybe 50%) this way you can have your bigger cities help your tiny cities develop or vice versa so big cities dont starve. same thing for production. If you chop a forest in A you can send all those hammers to B to use.
This could be extremely poor in the earlier eras (wild animals, barbarians, spoilage, poor transport) but gradually get better in later eras due to methods such as pasteurization, refrigeration, installment of very fast trains+railroads. It could also add +1 gold to already existing :traderoutes:

I think there would also be the neat idea of "half production". By this I mean in order to build a military unit, you need 50% of the hammer cost and 50% of the food cost. Hammers to make weapons/armor and food to "grow the actual unit".

Anyone like these ideas? :D
 
I'd like this if it involved the source city actually building something like a Caravan (didn't Civ 2 have this?), then moving the Caravan to the destination city to dump the food/hammers, which consumes the unit. Really this would amount to a big buff to Bureaucracy, which is already pretty powerful, so balancewise maybe not the least disruptive thing...
 
Cities can somewhat deliver one off "hits" to each other in the form of great people. But I agree it would be an interesting mod to make it more explicit. Sounds like one for the micromanagement lovers out there :)

Half and half production, yeah I like that. Kind of formalizing what you can already do with slavery, but with less micro.
 
I'm guessing there'd be some pretty severe balance issues with this... and it would create a hell of a lot more micro. Personally, I'd almost rather let the AI governor sink my empire into the ocean rather than have to micromanage the whole thing. Almost.

These are pretty cool ideas though, and with a bit of tweaking they could work pretty well :)
 
Some mods allow you to transfer things like this, one way or another.

Fall from Heaven 2's mod-mod Wildmana, for example, allows you to ship food from one city to another (it is, in fact, a very good plan since from some unknown reason it manufactures food along the way - the exporting city looses 2 food per turn, the importing city gains 4 food per turn; a city can only import or export, not both). The FfH2 mods also apparently pretty much all have units you can build that can hurry builds like a Great Engineer, but much less effectively (generally providing half or less their cost in hammers, I think) so you can build one or more of these in one or more cities and have them go to another city to speed up a build (or save them up and use them later in the same city).
 
I understand that this would be more "realistic" (at least in modern era), but wouldn't it contribute to cities all ending up the same?
 
I could see this with food, although it doesn't make very much sense with production, to me.

Maybe there could be a penalty to food shipping to reflect that transport has a cost.
 
That's kind of like Civilization 4: Colonization. Unless there's a good distribution system (unlike the colonization caravan network), the amount of microing would not be well-worth it.
 
Yes, Civ 2's caravans could do this.

I don't know of any mods that do this in Civ IV, but BtS' corporations provide very similar results, if you think about it. By spreading Sid's Sushi or Cereal Mills to a city, you are, de facto, importing food from other cities (or even other civilizations); Mining Inc. or Creative Constructions do the same but with hammers.
 
There should be an empire wide food warehouse after teching refrigeration.

And maybe an empire wide hammer thingy after, err, industrialism.
 
A bonus for a Warehouse isn't really in line with the Tech. If anything refrigeration should allow better health bonuses since it really extended the life of many perishable products. Maybe even add a food production bonus of some kind related more to the actual resource.

Ultimately, as Sisutil said the Corps. really take care of both of these issues if you run them correctly. I believe a boost to the actual resource and/or maybe a commerce boost based on the Tech would be more in line. Just my .03 (adjust for inflation!)
 
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