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  Economics/Trade thread 1.2, hosted by: Harel (Page 2)

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Author Topic:   Economics/Trade thread 1.2, hosted by: Harel
Gordon the Whale
Junior Civer

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posted July 30, 1999 15:27     Click Here to See the Profile for Gordon the Whale   Click Here to Email Gordon the Whale     Edit/Delete Message
If anywhere, I'd suppose the village idea should go to terrain and TI... After all the village shows up on the map, right? Just what we need, another thing to overburden an overburdened thread... I guess it can't be helped. I'll post a brief (hah!) summary of the ideas we had here over there.

About buying resources: One thing we hadn't really considered with the resource/labor division is how to hurry production. The way this is handled in CivX ans well as SMAC is a little unrealistic. Here's a better way to do it, I think.

For 1 gold each resource, you may buy extra resources. These resources are limited to the number being produced in the city by other means... If Rome harvests 54 lumber per turn (or 54 shields, or 5.4 shields, whatever) then it could increase that number by 54 (for 108) by paying 54 gold. This would represent the diversion of private harvesters to the production. The same could be done for industry: if the industry of Rome were 32, it could be increased to a maximim of 64 by paying 32 gold. This represents the diversion of private industry's workforce to whatever the project is. The maximum increse needn't necessarily be the same as what the city was already making... It could be dependant upon discovered techs, social engineering settings, etc. For instance, although a Socialist Economy had more base industry than a Capitalist Economy, the Capitalist Economy would allow a much greater bonus to be purchased.

If that still wasn't enough production, you could bring in resources or transfer citizens from elsewhere in your empire (actually, you may want to bring in the resources from elsewhere before you start buying them.) and if you STILL need to build faster, you can buy resources from your opponents. But the resources have to come from somewhere. You can't just pay money for resources out of thin air. This means that rush jobs would be much harder to do; No matter HOW much money you have, those pyramids are still going to take a while.

ember
Civer

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posted July 30, 1999 16:12     Click Here to See the Profile for ember   Click Here to Email ember     Edit/Delete Message
I see it as industry is purchased as under your system, or mayby the increaed industry is purchased on a logrithmic sacale. Add 50% industry for 1:1, next 50% 2:1., etc. You can gop up as high as you want, but it will cost you.
I see resources as a comodity, not a transient concept like labour. Any surplus resources are stored (maybe with a slow decay to prevent it from getting excessive). You can trade for resources (and food) from other empires, useally relativly cheaply, or you buy it from private concerns at a big inflation in price, maybe 5x cost...
Resources are easy to move around and civilians will have lots kicking around. maybe limit it to only purchase in a turn as much as your empire produces...
Sorry gordon, looks like the idea took hold here. It's hard to move it when that happens

------------------
"Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark

Harel
Civer

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posted July 31, 1999 12:16     Click Here to See the Profile for Harel   Click Here to Email Harel     Edit/Delete Message
THREAD CLOSE, CLOSE, CLOSE....
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