Edited: 27.4.09: I have attached a revised version of this idea in this post. The content of those documents is basically similar to that of the next eight or so posts, so there's no reason to read both.
I have more or less come up with an entirely new model for economy, which might or might not be part of Civ5. Its rather long and sometimes boorish, so you might not want to read all of it in one go. I have tried to make it understandable, and I think the points are written in the least confusing order. As I felt the post got quite long enough already, I have not written much about implications, game-play- and strategy changes this brings, so you might try to figure some of these out for yourself. What I consider the most important implications are that your citizens now have a will of their own, and that cities no longer exists in the vacuum of their fat cross, but are affected by all other cities in the world. Well, judge for yourselves:
1.1 Work points
I've sto.. adapted this concept from Mxzs' idea http://forums.civfanatics.com/showthread.php?t=227872. Although he used different terms, the basic idea is pretty much the same. Instead of each citizen working one tile each, I propose the following:
All citizens in a city produces 10.00 "work points" strength (The number could be anything, but 10 is a nice smallish number which is easy to do calculations with) These points are pooled together for each city, so a city of size 5 would have a total of 5*10.00=50.00. These points are expended for extracting resources, transporting goods, constructing improvements, manufacturing, generating gold, research and culture, and maintenance. A city will never be able to have more than 10*pop work throughout the game, but technological advances will make the processes using these points substantially cheaper as the game progresses. Note however that a city under some circumstances (revolt, unhealthiness etc.) can have less than its maximum . In this system, I will assume that each citizen is consuming 1/turn, as 2/turn only complicates matters, and serves no purpose.
1.2 Extracting resources
Right, the first thing I want to do is scrap food, production and commerce in its current form (ouch! This idea is getting radically scary already, eh). Instead, it will work more like colonization, where you extract actual units of resources from a tile. Each tile has a maximum amount of resources available, and these resources can be extracted by expending work points in the city, using the following formula for determining how much one unit of a resource costs to extract:
= (R+a)*(1-T-S)/(n+b)
R = a number specific to each resource.
n = units of that resource in the tile.
T = % technology modifier
S = % city specialization modifier
a and b are merely constants used to balance the formula (for all I know it could be best if they are 0)
The actual numbers of this formula must be found through playtesting. This should generally give a value of between 2,0 (good) and 8,0 (bad). Actually, I don't care what the exact formula looks like, as long as it works in a balanced faction. One interesting point is that if you set R=10 and T=S=a=b=0, this formula works just like in civ4, where one citizen can always work exactly one tile.
The reason I have added the resource-specific constant R is that some goods should be inherently harder to extract than others (think rice versus sheep), but is compensated by a much higher yield per tile (higher value of n). This way pastures realistically become a decent way of utilizing "bad" tiles, while labour-intencive crops are best for fertile areas. However, if this causes a clash between realism and good gameplay, I am always willing to forfeit realism.
In contrast to civ4, a citizen doesn't have to spend all his in one tile, he could for example use 2.50 to grow a unit of corn, 3.50 to chop a unit of lumber in another tile, and the last 4.00 to hunt a rabbit for a unit of fur in the same forest. As all work points in a city are pooled together, this allows for much great flexibility of work division. Also, the amount of work needed to extract all resources in a tile does not necessarily add up to 10, it could well be less or even more, meaning the tile will require more than one citizen to be fully worked.
Why resources instead of food, hammers and commerce? Partly because of realism I admit. I've always felt that production and commerce are rather abstract values, which were genial when introduced for Civ1, but can now give way for more realistic models. (I do know realism as a sole reason for implementing something is a bad argument.) The purpose of this change is mainly to encourage trade. A trade network where all cities produce the same commodities (food, hammers and commerce) is rather silly, as there would be little or no need to exchange goods in the first place.
1.3 Citys gold pool.
In addition to its pool of work points, each city has a pool of gold gold. This pool represents the combined wealth of its citizens and local authorities. The pool initially starts up at zero, and is filled by citizens selling goods to other cities and by generating gold (see 6.2). The city spends this money to buy goods from other cities. All cities will try to keep a gold pool of, say, 5 times its budget/turn. In times of crisis the city might spend all its stored gold to stay alive. The amount of stored gold is also what will be pillaged if the city is conquered.
1.4 Population growth
Cities will not grow solely based on food consummation. Instead, you have a bar that works like the food bar in civ4, but affected by other factors. These could be:
Positive: Immigration, health, basic growth rate, etc.
Negative: Emigration, unhealthiness, starvation, plague, unhappiness, crime, etc.
When the bar is filled up, a pop point is added, and when it is depleted a pop point is lost. Food is used for feeding your population and providing health (see 4.1)
2.1 Transport between cities
Right, now I can finally get to what I consider the important bit of this system. Units of resources can be moved more or less freely between cities, but every time something is transported, a transport cost is incurred:
2.2 Transport cost
Each tile is given a "transport cost traderoute This is the amount of a city must expend in order to transport a unit of goods across this tile. The of a tile depends on its terrain, improvements and your technological level. The transport cost of some tiles in the Classical age could be:
Coast: 0.20
River: 0.20
Road: 0.50
The total cost of to transport a unit of goods between two cities is simply the of all the tiles between them added together.
Examples:
Let's say two cities are 7 coast tiles apart. To bring a unit of grain from one city to the other, one of the cities must expend
0.20*7=1.40.
Two cities are separated by 2 river tiles and 3 roaded land tiles. To bring a unit of grain from one city to the other, one of the cities must expend
0.20*2+0.50*3=1.90
Note that although the cities in the first example are further apart in a straight line than in the latter (7 tiles versus 5), trade between them is easier because they have better terrain. This becomes very important when deciding city placement. In the early game water will be far superior for trade purposes, with land routes becoming competitive with railroads.
As you can see, every time something is transported between cities, some work points are lost in the process. This means that excessive movement of goods is basically harmful, and should help prevent massive abuse of the trade feature. As not all cities can possible have access to all resources locally though, trade should still be a very important aspect of the game. It is also necessary in order to utilize city specialization.
I have more or less come up with an entirely new model for economy, which might or might not be part of Civ5. Its rather long and sometimes boorish, so you might not want to read all of it in one go. I have tried to make it understandable, and I think the points are written in the least confusing order. As I felt the post got quite long enough already, I have not written much about implications, game-play- and strategy changes this brings, so you might try to figure some of these out for yourself. What I consider the most important implications are that your citizens now have a will of their own, and that cities no longer exists in the vacuum of their fat cross, but are affected by all other cities in the world. Well, judge for yourselves:
1.1 Work points
I've sto.. adapted this concept from Mxzs' idea http://forums.civfanatics.com/showthread.php?t=227872. Although he used different terms, the basic idea is pretty much the same. Instead of each citizen working one tile each, I propose the following:
All citizens in a city produces 10.00 "work points" strength (The number could be anything, but 10 is a nice smallish number which is easy to do calculations with) These points are pooled together for each city, so a city of size 5 would have a total of 5*10.00=50.00. These points are expended for extracting resources, transporting goods, constructing improvements, manufacturing, generating gold, research and culture, and maintenance. A city will never be able to have more than 10*pop work throughout the game, but technological advances will make the processes using these points substantially cheaper as the game progresses. Note however that a city under some circumstances (revolt, unhealthiness etc.) can have less than its maximum . In this system, I will assume that each citizen is consuming 1/turn, as 2/turn only complicates matters, and serves no purpose.
1.2 Extracting resources
Right, the first thing I want to do is scrap food, production and commerce in its current form (ouch! This idea is getting radically scary already, eh). Instead, it will work more like colonization, where you extract actual units of resources from a tile. Each tile has a maximum amount of resources available, and these resources can be extracted by expending work points in the city, using the following formula for determining how much one unit of a resource costs to extract:
= (R+a)*(1-T-S)/(n+b)
R = a number specific to each resource.
n = units of that resource in the tile.
T = % technology modifier
S = % city specialization modifier
a and b are merely constants used to balance the formula (for all I know it could be best if they are 0)
The actual numbers of this formula must be found through playtesting. This should generally give a value of between 2,0 (good) and 8,0 (bad). Actually, I don't care what the exact formula looks like, as long as it works in a balanced faction. One interesting point is that if you set R=10 and T=S=a=b=0, this formula works just like in civ4, where one citizen can always work exactly one tile.
The reason I have added the resource-specific constant R is that some goods should be inherently harder to extract than others (think rice versus sheep), but is compensated by a much higher yield per tile (higher value of n). This way pastures realistically become a decent way of utilizing "bad" tiles, while labour-intencive crops are best for fertile areas. However, if this causes a clash between realism and good gameplay, I am always willing to forfeit realism.
In contrast to civ4, a citizen doesn't have to spend all his in one tile, he could for example use 2.50 to grow a unit of corn, 3.50 to chop a unit of lumber in another tile, and the last 4.00 to hunt a rabbit for a unit of fur in the same forest. As all work points in a city are pooled together, this allows for much great flexibility of work division. Also, the amount of work needed to extract all resources in a tile does not necessarily add up to 10, it could well be less or even more, meaning the tile will require more than one citizen to be fully worked.
Why resources instead of food, hammers and commerce? Partly because of realism I admit. I've always felt that production and commerce are rather abstract values, which were genial when introduced for Civ1, but can now give way for more realistic models. (I do know realism as a sole reason for implementing something is a bad argument.) The purpose of this change is mainly to encourage trade. A trade network where all cities produce the same commodities (food, hammers and commerce) is rather silly, as there would be little or no need to exchange goods in the first place.
1.3 Citys gold pool.
In addition to its pool of work points, each city has a pool of gold gold. This pool represents the combined wealth of its citizens and local authorities. The pool initially starts up at zero, and is filled by citizens selling goods to other cities and by generating gold (see 6.2). The city spends this money to buy goods from other cities. All cities will try to keep a gold pool of, say, 5 times its budget/turn. In times of crisis the city might spend all its stored gold to stay alive. The amount of stored gold is also what will be pillaged if the city is conquered.
1.4 Population growth
Cities will not grow solely based on food consummation. Instead, you have a bar that works like the food bar in civ4, but affected by other factors. These could be:
Positive: Immigration, health, basic growth rate, etc.
Negative: Emigration, unhealthiness, starvation, plague, unhappiness, crime, etc.
When the bar is filled up, a pop point is added, and when it is depleted a pop point is lost. Food is used for feeding your population and providing health (see 4.1)
2.1 Transport between cities
Right, now I can finally get to what I consider the important bit of this system. Units of resources can be moved more or less freely between cities, but every time something is transported, a transport cost is incurred:
2.2 Transport cost
Each tile is given a "transport cost traderoute This is the amount of a city must expend in order to transport a unit of goods across this tile. The of a tile depends on its terrain, improvements and your technological level. The transport cost of some tiles in the Classical age could be:
Coast: 0.20
River: 0.20
Road: 0.50
The total cost of to transport a unit of goods between two cities is simply the of all the tiles between them added together.
Examples:
Let's say two cities are 7 coast tiles apart. To bring a unit of grain from one city to the other, one of the cities must expend
0.20*7=1.40.
Two cities are separated by 2 river tiles and 3 roaded land tiles. To bring a unit of grain from one city to the other, one of the cities must expend
0.20*2+0.50*3=1.90
Note that although the cities in the first example are further apart in a straight line than in the latter (7 tiles versus 5), trade between them is easier because they have better terrain. This becomes very important when deciding city placement. In the early game water will be far superior for trade purposes, with land routes becoming competitive with railroads.
As you can see, every time something is transported between cities, some work points are lost in the process. This means that excessive movement of goods is basically harmful, and should help prevent massive abuse of the trade feature. As not all cities can possible have access to all resources locally though, trade should still be a very important aspect of the game. It is also necessary in order to utilize city specialization.