Very long!!!! Be warned! Some ideas

ShadowWarrior

Prince
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Jun 7, 2001
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I think Civ 4 should distinguish between two types of populations. The first type of population lives outside the cities. They work on the landtiles that fall inside the empire boarder to produce enough food to feed themselves, the city pouplation, and still have surplus crops for pop growth. They are also those who harvest the resources from the land they work on, and sent those resources to the cities for production of improvement, units, and wonders.

The second type of population are those who live inside the cities. Those living inside the cities will perform several functions described below:

Building: City dwellers who work in this sector are responsible for building units, improvements and wonders. Their abilities to build faster depends on the number of people assigned to such a task and the resources being sent from outside the cities.

If one wants to make the game more complicated, we will need to take into account how much resource each builder can process. Let us assume that each builder is capable of processing two resources each turn. Then it a city that is assigned five builders, it makes sense to channel ten units of resources into this city. Channeling more than that means resources go to waste, while channeling less means the builders are not working at top efficiency.

As technology improves, builders will be able to process more resources per turn.

Science/technology: City dwellers who work in this sector are responsible for the progress that the civilization makes in science and technology. The ability of scientists to make new discovery depends on a)improvements such as libraries b)access to special resources c)intercity or international trade

Culture: City dwellers who work in this sector are responsible for producing "cultural" items. By cultural items, I mean things such as fine clothe, musics, potteries, calligraphy, dramma, literatures, and paintings. Like scientists, cultural workers are also responsible for discoverying. But where scientists discover new knowledges, cultural workers discover things such as a new design or pattern for pottery, a new musical piece, a new poem, or a new painting style. The higher the level of culture, the more content citizens will be. The ability of culture workers to discover new cultural items to produce depends on a)improvments such as temples b)access to special resources c)intercity or international trade

Commerce: City dwellers who work in this sector are responsible for trade. These merchants take the "cultural items" produced by cultural workers, and sell them to their trading partners. In return, they make a profit, from which tax revenues are generated. The ability with which merchants can generate for the empire revenues depends on a)improvement such as markets b)roads, railways c)cultural level of city

You may wonder what is special resources and why special resources would contribute to higher culture or higher rate of science and technology. This is my logic. If I have access to silk, then I certainly am in a better position than others to produce silk clothe. Doesn't that contribute to the culture? If I have access to horse, wouldn't that help me discover horseback riding technology much faster than those others without access to such a special resource?

Special resources are important not just for contributing to faster cultural and scientific discovery. I suggest that we program the game so that special resources will sometimes give players a VERY favorable advantage in commerce. The logic is this. Having access to some special and rare resources might enable the cultural workers in the city to produce very rare cultural items that can be sold by merchants at very high price. This will drammatically increase tax revenues and wealth of the empire. But the game should NOT be programmed so that the lack of access to such rare resources will completely hinder the ability of players to compete. In any case, the commercial advantage of having such access to special resources should be so awesome that it is enough for players to want to wage wars, negotiate trade treaties, and give rise to other actions that makes an empire building strategy game fun.

A few more things about special resources. Having access to special resources should also generate other advantages besides commerce. Perhaps, for example, having access to iron and coal will enable each city within th empire to gain additional resources shields once the empire obtains industrialization technology. Having access to alumini will make manufacturing of fighter jets several turns faster. It is however important to program the game so that the advantages of such access is big enough for players to want to wage war, negotiate treaties and do something for these resources. But the game should also be programmed so that not having access to these resources doesn't mean that players are in big trouble. It will be up to the designers to find the proper balance.

I have spent sometimes talking about special resources and their implication just above. I think it is important for Civ 4 to distingush between special resources and basic resources. Having talked about the former, I want to now talk about the latter.

Basic resources are food, and resources shields. Food are needed for population to grow. Resource shields are needed to build improvements, wonders, and units. However, I want to add some complication to the game by replacing this abstract concept of resource shield with the more tangible things like wood and minerals. In another word, I propose that in Civ 4, the non-city dwellers, those who work on landtiles outside the cities, are responsible for harvesting food, wood, and minerals. Improvements, wonders, and units require some combination of food, wood, and minerals to be build.

Lastly, I want to talk about city radius, which I suggest should be scrapped off. In place, I suggest the following:

Lets say that there are a toal of 15 units of population in the empire. Players are responsible for assigning and distributing these 15 units of population to city or non-city. Those who are assigned to work in city will perform the functions of building, research science and culture, and manage commerce. Lets say I decide to allocate five units of population to the city. Once that allocation is made, I need to allocate those five units of city population to city activities such as science and culture research, building of wonders, units and improvements, and commerce. Perhaps a slider should be used.

Assigning five units of pop to city leaves me with ten units of pop to work on non-city. By non-city, I mean those landtiles within the empire boarder, but outside the cities. I will have to allocate those ten units of pop to work on different landtiles accordingly to what I see fit.

Now lets say that these ten units of pop generate a total of 10 unit of food, 8 units of wood, and 9 units of minerals per turn. We then have to allocate these wood and minerals accordingly to the cities. A city with a very small builder population shouldn't be allocated with too much wood and minerals, while a city with a huge builder population should be given more wood and minerals.

As for food, there isn't a need to allocate them to the cities. As long as the ten units of population generate enough food to suppor themselves, the city dwellers and still have surplus crops, then there will be population growth. The rate of population growth depends most importantly on surplus crops. Without it, population will stay the same size or decline. But other factors that contribute to faster population growth depends on how happy the citizens are, the form of government, etc. But they should only contribute to faster population growth conditioned on the existence of surplus crops.

A lot of you might be complaining by now that there's too much allocation, and therefore too much micromanagement. Yes, we need to allocate population three times. The first time, we allocate between those living in cities and those living on landtiles. The second time, we allocate the city dwellers to build, research, and trade. The third time, we allocate landtiles dwellers to different landtiles.

Then we need to allocate resources to different cities.

So I agree that this seems like a lot of allocation. But with proper interface, I am sure this problem can be eliminated. Allocate resources through proportion instead of through individual units might eliminate the problem since we just need to tell the computer to keep certain proportion at all time. I can not honestly say I have an idea about how to go about doing it yet. Therefore I leave this task up to the designers. I also hope that discussions regarding this issue within the forum may perhaps eventually generate a proper solution.

Lastly, I want to say something about corruption. I've mentioned in another thread that corruption should be reduced as technology improves that "shrinks" the distance between the capital and the regional cities. Other things that should also have positive effect on fighting corruption is building of roads and railways, which should contribute again to less corruption. Having airport and seaports should also help fight off corruption. Roads, railways, airports and seaports fight off corruption by creating tigher transport and communication link between capital city and the rest fo the empire so that it is easier for the central authority to check on their regional officials.

I just thought of something about allocation. The game should be designed so that it is possible to change allocation any time we want. For example, it is possible to shift two units of population from one city to another, or two shift a unit of population from landtiles to city. However, for the sake of realism, I think any change in allocation should not neccessarily take just one turn to go into effect. The number of turns that pass until the new allocation becomes effective depends on the magnitude of the change. For example, if I have simply shifted one unit of population from the city to an adjacent landtile, the change should immediately go into effect. If I am however shifting ten units of population from one city to some landtiles in another continent, then the change will prolly not take place until about three turns later. Having roads, railways, and other transportation facilities as well as better technologies should reduce the number of turns needed before the new allocation becomes effective.
 
Woah, great idea and concept, I just can say. :)
But I have some questions:

1)With minerals, you mean metals (iron, steel, etc) AND different stones? Because if you have it like this, it doesn't make sense. Either you take the three (wood, metals, stones) apart and it is too complex, or you take it together. :)

2)What about improvements (road, mine, watering ...)? How would you handle it?

3) Would it still be civ?

I honestly don't have more criticism. It's a great concept.

mfG mitsho

EDIT:
I just wanted to tell you, that there is a edit-option :) But since I am not a mod, this should not be criticism :D
 
Hm...I am not sure if I understand you. I do think that we should stop at first order differentiation of resources. In another word, resource differentiation should stop at food, wood, and minerals. There's no need to continue to dfferentiate food into grains, veges, fish, or minerals into stones, silver, gold, and wood into whatever kind of woods they have out there.

Yes, improvements such as railways and roads should still be done by engineers/settlers. I don't see this as being in conflict with the system I've suggested.

I don't really understand your question when you asked if it would still be civs. Can you elaborate on that a little more? It will still be a game based on civilizations competing against each other for dominance of the planet, if that's what you are asking.
 
If you have a sequal, it should still be roughly the same as the first game. And I'm not really sure if your game still is 'civilization'. Because you kicked out the ideas of city radius, of citizens working the tiles, etc etc. You have done a jump for two sequels in one. :)

Ok, you're right. And I'm too. I just said that there's no sense to divide the resources up into different food things, etc. That's too complex.
But on the other hand, if you divide the current 'shields' up into wood and minerals, then there's something wrong. Because today, there's roughly wood used. And minerals, what is minerals? minerals are stone, iron, aluminium, etc. etc. Some very different things that are used strongly from ancient days to today. I mean IF you divide the 'shields' up, you can't have minerals (Stone and metals) together. Stones are used to build buildings, they are in the walls etc. Metals weren't primarly used in ancient times to build buildings, but for other things. But today they are. If you compare this to your second resource, wood, you'll see that the first two are more important.

I hope you understand a bit. :)

mfG mitsho
 
I like the concept, :) however I do fear that like mitsho said that it may be too great a leap for this next expansion pack as this would be one of the big feutures of it and I think they already will have the big feutures (such as 3D environment, religion, civics, etc) sorted out. :(

Maybe CivV though?
 
@ShadowWarrior:

As I read your post, I was reminded of my UET, particularly the earlier forms of it, where there was much allocation of population and resources. After many pages of discussion at CFC, the UET has been somewhat simplified, and a summary is available as the first post of the thread. While I cannot say that the UET is necessarily similar to your idea, I see some common themes, such as rural/urban population, commodity trading, population allocated to science, specification of shields, and emphasizing the value derived from the rarity of special resources. While it would be too long for me to post my specific ideas here, I encourage you to read at least the summary post of the UET (link in my signature) if you think any of my ideas might be of interest. In addition, I have a recent post on the last page of the UET thread that contains an example, with numbers and notes, demonstrating how the UET could operate in an actual gameplay situation.

Anyway, I of course would also like to say that your concepts are excellent, with the only (minor) issue being implementation.
 
Though I definitely like your general ideas, ShadowWarrior, I'm beginning to agree with Warpstorm that overly complex ideas-or ones that stray TOO FAR from the 'Civ Franchise'-will probably not get in.
Thats not to say that elements of your ideas could not get incorporated into civ4, just with a lot of the DETAIL removed.
I'd like to suggest the following as a compromise:

1) No more pop-heads. To me, they're now just really dumb. If CtP could get along without them, then Civ (which, by definition, is far more superior than CtP in many ways) can get by without them to. Don't get me wrong: they served their purpose, but its time to EVOLVE!

2) Your cities should instead have a real population! Happiness should be reworked into a % scale from 0 (Resisting or Rebellious) to 100% (fanatically loyal/happy) The happier your city, the more wealthy and productive it is. If the city becomes TOO unhappy, then improvements and units can get damaged/destroyed, production and wealth drop and the city can spawn rebels/partisans.

3) Each building, unit and terrain tile/tile improvement would have a min/max 'population cost'. The minimum level determines how many tiles/buildings/units you can effectively run at any given time, and the max cost determines how much you can overexploit a building effect or tile resource. For example, if a factory had a min/max cost of 10,000/50,000, then you would need a population of 10,000 in the city to even RUN your factory (at minimum levels). The factory also gives you leeway to boost the number of labourers in your city by X%, thereby increasing its shield output.

4) (number of tiles worked*((tile+tile improvement) population cost) would determine your total Rural Population, and the (number of buildings*population cost*Specialisation %) would determine your total urban population. Anyone left after all of these factors would be considered 'Unemployed'. The more 'unemployed' you have, the more crime/corruption you have.

5) As your technology increases, and your terrain improvements get more advanced, then their population cost for them will go DOWN. This will leave more people to operate buildings in your cities-thus reflecting the
Rural--->Urban migrations we have seen in real life. The downside to this is that it can cause a spike in unemployment, as people suddenly start flooding into your urban areas seeking work.

6) As technology increases, previous buildings can be upgraded to more modern equivalents. For instance, a Forge Improvement from the middle ages could be upgraded once you get industrialisation. Upgrading these improvements would effect their population cost (either up or down).

7) The 'working hours' you set for your empire would also effect population costs of improvements (both city and terrain). Increasing working hours decreases the population cost-saving you money but potentially increasing unemployment. Decreasing working hours has the opposite effect.

Now please note that these ideas are still rough, but I don't see it as being to hard to incorporate into the existing civ system!

Yours,
Aussie_Lurker.
 
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