Zomgmeister
Emerged Lurker
Great model, Wimsey.
I am somewhat pessimistic about chances of Firaxis _ever_ trying something different and more complex than what they have since Civ 1. At least, not under their main franchise.
But this economic model is worthy of at least, well, a project. Open-source new generation strategy game.
About complex vs simple: micromanagement must die. It is a plague. "Strategy" and "micromanagement" should became antonyms. Simple as that, His Majesty The Eternal Emperor-President is too important person to actually micromanage anything, really. He should have staff of competent assistants and advisors, who will remove mundane matters from his shoulders.
Main instruments of player should be... laws and edicts. Not direct orders.
I want to say to my empire: "build a town on this island, develop it as a good agrarian plot, notify me when it will start exports of 5 wheat/turn" and to forget about it.
About research and "specialists". I always thought that specialists in its' current implementation are bad idea. How so? Well, "specialists" are _special persons_, not _several thousands people at once_. In reality amount of people who push the science or entertain the masses is very small compared to the whole population. City of science, where half of population works in laboratories, is just silly.
Population is never the problem for research. You do have enough people to make some research specialists, always.
Research needs money, and lots of it. Also probably generic level of education is important.
Possibly some other factors may influence research, such as availability of certain goods. Though again, because research is pretty small thing, performed by individuals in small dusty (or sterile) laboratories, only some small presence of commodity in the town/empire is required to think about it. Researchers don't need a full galleon of copper. They just need a few kilograms, thank you very much. Instead of amounts of some substance, they rely on different, various substances.
About raw resources: they should be depleteable, of course. Additional technologies / financing could prolong tapping into resource, effectively increasing its' amount, by introducing deeper mining, finer ore processing or whatever.
I used to think about "new generation strategy game" for quite a while. One of my firm beliefs is that someday the grid, be it hexagonal or square, must go away at all. Or at least, it must be miniaturized.
Right now the city occupies one tile, and its' fatcross occupies twenty more tiles. Not very flexible. Instead imagine (I will simplify it deliberately), that each of these 21 "big" tiles is breaked at 9 small minitiles (or maybe 16, maybe 25... not sure about exact number, it's not important now).
What we need here is detalization. 1 population point occupies approximately 1 tile as residence without advanced technologies, such as skyscrapers. Farm could occupy whole 9 tiles - vast fields and all that.
No need to set limits on city size on world map. Largest modern cities and aglomerations are immense, they can be compared with smaller countries in size. Player should be able to set city borders as he want to, not thinking about stuff like overlapping or "damn, either this wheat or that banana won't get into fatcross". They both will, just build some villages on these plots, and make them subordinated to the city. Of course, expenditure on goods transport will be somewhat bigger, but it is still cheaper than to import either wheat or bananas from somewhere else.
Anyway, I am very interested in participation of making of new generation open-source strategic game. If anyone else is interested (preferably with some skills of actually _making_ the game, but pure thinkers are welcome, because lots of things should be thought through and over), then probably we should start it.
Don't want to hijack Wimsey's thread, will make new one about this project tomorrow.
I am somewhat pessimistic about chances of Firaxis _ever_ trying something different and more complex than what they have since Civ 1. At least, not under their main franchise.
But this economic model is worthy of at least, well, a project. Open-source new generation strategy game.
About complex vs simple: micromanagement must die. It is a plague. "Strategy" and "micromanagement" should became antonyms. Simple as that, His Majesty The Eternal Emperor-President is too important person to actually micromanage anything, really. He should have staff of competent assistants and advisors, who will remove mundane matters from his shoulders.
Main instruments of player should be... laws and edicts. Not direct orders.
I want to say to my empire: "build a town on this island, develop it as a good agrarian plot, notify me when it will start exports of 5 wheat/turn" and to forget about it.
About research and "specialists". I always thought that specialists in its' current implementation are bad idea. How so? Well, "specialists" are _special persons_, not _several thousands people at once_. In reality amount of people who push the science or entertain the masses is very small compared to the whole population. City of science, where half of population works in laboratories, is just silly.
Population is never the problem for research. You do have enough people to make some research specialists, always.
Research needs money, and lots of it. Also probably generic level of education is important.
Possibly some other factors may influence research, such as availability of certain goods. Though again, because research is pretty small thing, performed by individuals in small dusty (or sterile) laboratories, only some small presence of commodity in the town/empire is required to think about it. Researchers don't need a full galleon of copper. They just need a few kilograms, thank you very much. Instead of amounts of some substance, they rely on different, various substances.
About raw resources: they should be depleteable, of course. Additional technologies / financing could prolong tapping into resource, effectively increasing its' amount, by introducing deeper mining, finer ore processing or whatever.
I used to think about "new generation strategy game" for quite a while. One of my firm beliefs is that someday the grid, be it hexagonal or square, must go away at all. Or at least, it must be miniaturized.
Right now the city occupies one tile, and its' fatcross occupies twenty more tiles. Not very flexible. Instead imagine (I will simplify it deliberately), that each of these 21 "big" tiles is breaked at 9 small minitiles (or maybe 16, maybe 25... not sure about exact number, it's not important now).
What we need here is detalization. 1 population point occupies approximately 1 tile as residence without advanced technologies, such as skyscrapers. Farm could occupy whole 9 tiles - vast fields and all that.
No need to set limits on city size on world map. Largest modern cities and aglomerations are immense, they can be compared with smaller countries in size. Player should be able to set city borders as he want to, not thinking about stuff like overlapping or "damn, either this wheat or that banana won't get into fatcross". They both will, just build some villages on these plots, and make them subordinated to the city. Of course, expenditure on goods transport will be somewhat bigger, but it is still cheaper than to import either wheat or bananas from somewhere else.
Anyway, I am very interested in participation of making of new generation open-source strategic game. If anyone else is interested (preferably with some skills of actually _making_ the game, but pure thinkers are welcome, because lots of things should be thought through and over), then probably we should start it.
Don't want to hijack Wimsey's thread, will make new one about this project tomorrow.