Stilgar08 said:

sounds like an MMing nightmare to me... choose the city, choose the amount of shields or lemme at least see, how many shields they ship
how long would this inter-city-trade be effective? For one round (only if you have a rest of unused production)? Or do you have to determine, how long you want to make this deal? Or is this deal in effect until you cancel it? How do you keep track...
Not my favourite kind of handling things... :thumbdown
I don't see it that way.
You handle it through the city production screen. Just instead of choosing a tank, you choose "send shields to X city" and are given choices in a dropdown to select which city is the destination. Like wealth, it lasts until you cancel it. Also like wealth, you don't get to select a certain amount of shields. You either send all of the city's production, or you don't send anything.
For keeping track of shipments in a non-RR situation, a small caravan unit could be employed to show the shields progress to the new city. They could start out automated with a "Go to" command to the new city. They would be endowed with the computer's AI to avoid barbarians, enemy units, etc. At the players discretion, the player could take control of them and move them like any unit (to avoid wonder rushing, these shields would be unable to be joined to a city that was making a wonder, much like chopping a forest does now), in case the player knows there's a war coming or just doesn't like how the AI handles movement.
I think that this would be pretty easy to keep track of. Did I miss anything?
Aussie_Lurker said:
I do want to see an ability to move hammers, and food units, between cities-but think we should stick to the KISS philosophy.
You simply go to a city, and select what % of that city's food and/or hammers go into internal trade. This can ONLY be done if the city is on the trade route-and said hammers/food go into a central 'pool', where they can be traded to other nations OR sent on to other cities within your nation. 'No fuss, no muss', as they say!
For me, the importance of this system is so that we can have a GENUINE specialisation of cities-something which hasn't been truly possible before now.
Yours,
Aussie_Lurker.
This is an interesting alternative to the system I laid out. I can see how it would work too, with the following restrictions in place:
1a)These centralized shields cannot be applied to a wonder or
1b)There is some limitation on how centralized resources can be applied to the wonder.
I am aware than many wonders were undertaken with the help of many cities. However, I am leary of this being used to exploit and rush wonders
2) You have to build a small wonder for food centralization and a different one for shield centralization to enact them.
If we have to build granaries in a city to stockpile food for the city, it seems only logical that we would have to build some sort of depot to expand it to an empire wide level. That, and it keeps this ability from being too powerful.
3) You can only divert a certain percentage of a city's production to the central pool. Beyond that, and unhappiness among your citizen's starts to increase.
Again, seems only fair and logical. This would keep this ability from being too powerful. The only drawback from this that I see would be for the need I originally wanted this ability for: a large city with all the improvements it needs being able to donate it's production to other cities. Maybe some sort of size or improvement level that you have to clear in order to ward off unhappiness at 100% production donation. Or, perhaps an improvement whose sole purpose is to allow 100% production donation without unhappiness penalty.