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Author
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Topic: ECONOMICS/TRADE (ver1.0): Hosted by Pythagoras
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Daniel Bistman Junior Civer
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posted June 08, 1999 03:40
Production: I think production must be resumed on FOOD and RAW MATERIALS (instead of shield) Also, production should not come from shields but from the workforce. Also, population should not grow with "food deposits full" but with birth. In this way, and with a good fluid commerce between cities, we can have bigger cities with more production (as in reality) What do you think? |
Daniel Bistman Junior Civer
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posted June 08, 1999 03:52
NO! raw materials should not be divided on different types, if will include a lot of senseless complexity. If raw materials are divided in types (petrol, wood, steel, iron, textiles) we will spend the most of our time trying to optimize production. The guys ho played Imperialism understand that, in Imperialism is fabulous, but you cannot manage a hundred cities in that way. |
Eggman Civer
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posted June 08, 1999 13:32
Daniel, a way to get around that is to have a certain number of "key" materials that your civ needs on an empire level. The materials would be stuff like copper, iron, uranium, oil, rubber, etc. and what you need and how much of it can vary depending on the timeframe. Your entire empire would need X units of each material a turn. If your empire can't produce the materials on its own, it needs to trade for them or, worse case, perhaps buy them at outrageous prices from the "black market". If the civ cannot get the minimum supply it needs, it takes penalties civilization wide (production and military comes to mind) and/or cannot build certain units and structures. Of course, if you have a surplus, the materials are worth big money to trade.With just two or three materials per era, this could do a good job of simulating the need for vital materials. If you can't get them (see Japan after the US cut off its oil supply in WWII) you are going to fall behind which forces war. It also allows a civ to capture and/or cut off key materials and devastate a civ economically. Run out of oil - production drops by 50% - OUCH! Stockpiling in case of war is a good idea too. Plus, the demand for those key materials would grow as the civilization gets bigger (more cities) so you would need to make sure that you can secure those resources to expand (death to ICS!). In addition, you keep the standard group of trade goods which are used solely for money. Stuff like wine, gems, silk, etc. would just be traded (like normal) for cash money. Preferrably in a more automated way (like CTP). Of course, key to all this is that the key materials don't show up on the map until they are demanded. Hence, no cities setup next to uranium deposits in the Bronze Age thinking several thousand years ahead... On a somewhat unrelated topic, I think that those material squares should come in "normal" and "rich" (and maybe "very rich") varieties. Yeah, that hill might have grapes (wine) but it also might be the best grapes in whole darn world (lots of wine). You may have gold or the mother load of gold in that mountain. This allows for more trade without cluttering the whole map with special squares (like Imperialism). |
Pythagoras Civer
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posted June 08, 1999 14:33
NO MORE POSTS!! CLOSE THREAD PLEASE! I will have a summary thread up shortly, and am proceding to create a v1.1 thread (its'about time!)------------------ "I think you're all f*cked in the head!" Chevy Chase-Nat'l Lampoon's Vacation. | |