urbanization and manpower

bill2505

King
Joined
Sep 16, 2009
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645
what about having manpower(even if i use the word manpower i mean both women and men) in the game using the crime and flammability mechanics.
this can be done in two ways

A:some buildings will add manpower like houses ,some techs , cottages and in a smaller % healthy building.buildings that require people to work like factory will reduce the manpower and of course recruiting units will also take manpower . the more urbanized you are the more manpower you can have
yea but there are 10 house buildings and 400(maybe more) non house one will this be unballanced.this can be achieved in two ways.as you know when you build a building you dont build only one but many
1: keep this system and houses buildings will get huge manpower bonuses
2: change the system so in the cases of houses only when you build houses you build only one(for example in the first case houses would give 4000 manpower in the secont only 50). this system will only work if you only can code that some building will be able to build again in the same cities(imagine this like the houses in AOE games)

B :the second way(and my favorite) is a bit different like the total war games.you city would have a small starting population and a base growth (for example 2%) every turn . houses would not add manpower but raise the population cap.health + buildings and some techs would increase a bit the growth while - health reduce it. all the other parts more or less like the A idea

but is nt there a population mechanic in the game: yes but it is very unrealistic ,ugly and not efficiently . in a city with nine pop in reality you have thousound of people and with my suggestion this will more obvious.plus population is only used only in recruiting (in the city at least)
i would really like this suggestion to be considered because it will enrich gameplay and portray urbanization better.
all criticisms are welcome ( i even could help you with this with balancing,real house values ....) :D
 
i actially like this idea but the problem is that it's already represented in civ 4 by population points, therefore, in civ its pretty useless ( no offence ofcourse :))
 
i actially like this idea but the problem is that it's already represented in civ 4 by population points, therefore, in civ its pretty useless ( no offence ofcourse :))

yeah but the civ system is too generic,ugly and it only works about recruiting a unit .this will give more flavor to them game, make city building a bit more tactical (no more building blindly only by your needs(money ,science....) but planing how to build your city .in ctc nothing is useless (specially if its a lot better that the old system).
 
I've made similar suggestions myself before and may eventually return to the subject matter to review it again. I agree with the base problem you're pointing at but I'm struggling to understand the method behind your solution. Still, I gleaned some ideas from that so maybe down the road I'll return to take a deeper look. I have a lot of priorities ahead of this consideration for now.
 
I've made similar suggestions myself before and may eventually return to the subject matter to review it again. I agree with the base problem you're pointing at but I'm struggling to understand the method behind your solution. Still, I gleaned some ideas from that so maybe down the road I'll return to take a deeper look. I have a lot of priorities ahead of this consideration for now.

what you dont understand:rolleyes:
because my suggestion comes in 2 subsugestions
 
i think your idea could work in civ if manpower is used in the same way as in lords of the realm 2 or imperialisim 2, basically those games were about allocating manpower RATHER than pop points
if this could work, i definetly suport your ideas :goodjob:
 
i think your idea could work in civ if manpower is used in the same way as in lords of the realm 2 or imperialisim 2, basically those games were about allocating manpower RATHER than pop points
if this could work, i definetly suport your ideas :goodjob:

i agree but if we cant do as we say having both systems would be good.in reality a unit will have 2000-4000 persons not only one "pop"
i am thing of making another suggestion like this but with city space)
 
what you dont understand:rolleyes:
because my suggestion comes in 2 subsugestions

I don't think I didn't understand any of it really, just that it took me a number of times reading through it to 'get it'. Bear in mind that these are not simple changes and would take a rather large dedication to the project to make it happen. Additionally, I'd want to make it optional as some wouldn't prefer it. This I've discovered from previously launching similar suggestions myself.
 
I don't think I didn't understand any of it really, just that it took me a number of times reading through it to 'get it'. Bear in mind that these are not simple changes and would take a rather large dedication to the project to make it happen. Additionally, I'd want to make it optional as some wouldn't prefer it. This I've discovered from previously launching similar suggestions myself.

of course
my ideas in a few words
1 a new manpower mechanism (that will replace or not the correct one)
2 every city will start will a few population and will have a yearly or every turn growth that will increase or decrease in a balanced way by certain buildings(like health....) or techs
3 house will would raise the population limit
4 urbanization throught techs
5 every building like factory will substract from your population ( to portray the fact that buildings need mapower to work)
6 as you know in civ games when you build a building you dont build only one but many . in order for my suggestion to work better i suggest (my suggestion is optional because i thing something like this would be difficult to do) koslink or someone that is good at coding to change this system only for houses and somehow make the house building buildable again( again and again to represent that your building only one house)
 
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