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Author Topic:   ECONOMICS/TRADE ( vers 1.3 ) HOSTED BY: HAREL
Harel
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posted July 31, 1999 00:19     Click Here to See the Profile for Harel   Click Here to Email Harel     Edit/Delete Message
ECONOMICS/TRADE ( vers 1.3 )

Hosted by Harel

Hello again! Time for a new version. This time I tried to group things better, into more catagories. I think you would find it much easier to understand and read the points suggested. I also tried to combine ideas, and think of a way it can be implamnted in the game. AND tried to dig up VERY old ideas, and looked up to a year back in the old forums. ( I am still sure I forgot some ideas ).
As ever, feel free to post anything, and if i forgot something, let me know!
( and guys, you have no idea how much time this took )

A. Resoucrce managments.
B. Economy in general
C. Trade in general
D. Caravan issues
E. Trade and diplomacy
F. List of posters

A. Resource managment

1. Option A: keep the shield system as normal.

2. Option B: make two "general" values: labor and minerals. Labor is equal 1 per every citizen, minerals are produced by mines. Factories and such increase labor, not minerals.

3. Option C: insteed of one "overall" value, minerals, use 3 basic resources: fuel, metal and exotic. Special tiles can give a bonus to a certain mineral production.

4. Option D: have commodities, ala colonization. End amount of around 20, and evolve them as time progress ( bows replaces by muskets, etc. ). Request and demand makes the value of each commodity flux all the time: much like in stock exchange.

5. Option E: use Imperliasm II system, with the roads, mines on the tiles, etc.
( In otpion B,C,D the cocnept of "labor" being different then resource exist ).

6. You can build a "carrier" unit which function like master of orion freighter ships. They automaticly move X items to a required city. For example, if you build 3 "carrier" you can pass up to 3 minerals from city A that produce many minerals, to city B that have a great labor party. When you "activted" a carrier unit ( by giving her work ), it cost you 1 gold unit. The exchange is done automaticly: any surplus minerals are automaticly passed to were they are needed the most. ( maybe you can also pass food this way? ).

7. Have two specialist: one to increase labor ( 2 insteed of 1 ), and a miner who gives +25% to mining.

8. Having a large variaty of trade goods increase the happiness and economy of your people.

9. Since the automatic delivery carrier units from A.6 are not very realistic, you should be able to group regions, a number of cities into a shared pool of resources. The higher you are on the tech tree, the bigger the region can be ( in term of range and number of cities in the region ).

10. A development to A.9 is a new building called "regional headquarters". When you build it, you select a several cities which must be connected to the home town via roads, river, etc. Now, all those cities act like one city: bonus from wonders or city strcutres are given to all cities ( only from the home town. A minor town can't effect the other ones. So, if the minor town has a temple, NO city [ not even herself ] shell get the bonus. If the temple was at the home town, all the cities would have gotten the bonus ). Popultion, food, labor, all are pooled like it's one big city. ( seems very, very un-balanced. Maybe make the support cost for that building HUGE? )

11. Specail resource should be handled like Birth of the federation dilitium mines. In Birth, several rare solar system had dilitium mines. You can only produce a military unit per mine, even if it doesn't have to be in the same city. Meaning? If you have two mines, you can produce up to two ships, at the same time, max. In civ III, you could have some rare tiles with special resource, like coal, oil or uranium. The name is not important. Point is, you need that support to create a military unit. ( or, maybe, only a fixed number of more powerful units ).

12. You should be able to place several workers on each tile, but every new one would produce less then the original one ( anyone has any idea how can be graphicly displayed?

13. Support for units, ofcoruse, would only got materials, not labor.

14. Another idea is to scrap commodites: the items can be represnted by labor. How? If you are in industrial era and got a coal tile, insteed of trading with coal you simply get a bonus to production. A dye tile, or gold, for give a bonus to trade.

15. An improvement to A.14: if you got a special trade tile that no other country has, you gain a very big trade bonus.

B. Economy in general

1. You can buy your units from a black market for a cheapr price, but it would cost you in repution ( maybe in -1 police or -1 corruption? ).

2. You can hire mercenries ( extra morale, extra support units? )

3. AI players as companies, and human players can play a company. In older times it could represent arsitocarts and noble-man. Maybe even allow pirates as players? You have a limited form with companies: can only create contracts with them. ( only in a free market? )

4. To show the burden of war, you need to pay an X amount of money every turn. When you end the war, that cost is decreesed along time ( maybe this can be represented by increased supply cost? Or readiness level like in CtP? ).

5. You should have BUDGETS, like in real life. The bonus gotten from libaries, for example would be decided by how much you put in Eductation. That money is divided between all libaries and universties. The higher the gold per institue, the bigger bonus they give. Hospitels bonus by health, wealthfare gives happiness ( divided by all the populs, like Luxary ), military would be divided between the support cost of all units and dedice what morale bonus/minus you get, etc. ( In democracy/republic, the senate should demand a minimum portion to some section. Suggested sections: Science ( labs and science rate ), Eduction ( libaries, universties ), Health ( hospitels ), Military ( military infra-structre and units ), Internal affairds ( Police, intelligence and reducing un-rest ), Wealthfare ( happiness bonus, like luxary ), Transportion ( Support of road tiles and Mans transpot building ), Construction ( reserve money to buy city building and wonders ), Arts ( support for wonder ), Argiculture ( support for farms ), Religon ( the bonus for temples ) and Trade ( caravans are bought of a pool created here ).

6. Cities should be able to build several times, with slider bar to decide how much labor each section gets.

7. The city tile ( center ) doesn't produce anything, but it does give +1 trade/farm/mine to all near-by hexs.

8. Docks, railroads, farms and such can be simply bought, or use a system like CtP public works. If B.5 idea is used, you can buy the improvement from the budget pool available to that improvment section.

9. Inter-city resoruce level should dictate the amount of minerals a city can produce without lost. In earlier times, it took lots of time to bring the ores from the distant mines to the city. High amount of resources can flood the system. You should have a "max-per-tile" output: a farm can't prodcue more then 2, a mine no more then 3, etc. As technology advance, you can build special structre which can increase the maximum level of output. A tile with a road or river in it can has a max+1 ( notice! If a farm can max produce 4, it doesn't mean she always produce 4. Only that she can't produce more. If the farm had a river, beyond the bonus to farming she could produce a max of 5 ).

10. If commodites are used, they can be deptled.

11. Ofcourse, you should have build queue.

12. The economy should flux, like in real life. Every turn, a number between +1 to -1 would dedcide the level of your income ( maybe a +1 or -1 to the economy Social change? ). This should effect free market countries more then controled market ones. ( double to bonus/minus for free market, half the bonus/minus for planned one? ). The number isn't totaly random, and slowly move up and down. If you are doing well, more chance the number would go up.

13. Buy off limiting: if you have commodities, you may only buy the resources ( twice the amount of resource in gold ), but still have to build it with labor. If still using shields, you may only pay to double the construction cost, no more.

14. Once you gain insdustralization, you shouldn't be able to set any tax setting at any extream ( 100/0 lux, 100/0 science, etc. ).

C. Trade in general

1. You may "raid" trade routes. This is either standing in an area where a trade route pass, or where caravan passes in a close radii. A certain percent would be lost from money and resource profit. The amount would be dictated by the raiding unit quality, quantity and adaptbility ( a pirate can do better then a scout plane ). The raid option would be available to every combat unit: you select a spot and press R. Spys can destroy the trade routes competly, killing the caravan. Raiding is an act of war.

2. Keep trade just like SMAC: fully automatic.

3. You should be able to trade with barbian cities.

4. The higher your technology level above the level of the second side, the more bonus you get to profit. However, it increase the research rate of the second side on every tech you have and he doesn't.

5. If you use a commodity system ( see A.2,A.3,A.4 ), trade basicly gives you minerals, not money. However, you should still get a small amount of money for creating the deal. If you don't have a commodity ( using civ II old shield system ), then trade should give you some shield bonus as well. However, the goverment still guys a cut by taxes.

6. On a general note, trade should be much more profitable. Some countries were based only on trade. AI should also use trade much more then he is now.

7. Inertial trade: every city can have an X amount of trade routes. Cities can estibled intertial trade routes to pass to swap them between themself. Meaning? Cities around your empires which are inland, can estblish a trade route to a major harbor city. That habor city can now support her original trade routes + what the other cities passed her. This can even be a chain-reaction: from city A to city B to city C... etc.

8. Trade inside your empire it done automaticly ( you get a small, auto bonus, like SMAC ). Outside trade is done by trade routes. This works well with idea A.7: you can move all your "trade power" to a several cities which are in a good spot to do mass trade.

9. Black market: in a high corruption city, some of the trade routes you have turn "rouge": they give you no income. Even if you lower the crime rate they don't disappeer: you need military units to route them. ( according to idea B.3 on the pirates, they become the properity of a pirate AI and give him income ).

10. All trade will be automaticly ruled by the trade advisor. He builds the caravans, send them, etc. You can see this moving around the map. However, you can give his special guidelines: what not to trade, what you want him to try to get the most, what you want despertly to get rid off, etc.

11. As your market and goverment becomes more free, more of the trade options become automatic.

12. Some wonders and city structres should increase trade profit ( local or global ) generated by caravans. Some wonders should also increase caravan speed to increase the usefullness of early trade.

13. As strange as this sound, cities with a big food production should give a small bonus to trade. Cuisine is a very important thing for trade and tourism, and big city which makes lots of surplas food would probaly create some new sort of kitchen.

14. Showing the trade routes graphcily would be a pure mess. Create an economic map where you see all the trade routes. Better yet, make caravan on the map invisible to all but on the economic map.

15. Trade goods should be a conversion of minerals to goods ( by labor ) and sold automaticly for profit.

16. How about that insteed of building caravans, we would have a building ( depot, warehouse, etc ) that automaticly generate trade? You get +1 gold per every city in a certain range from you ( increased with technology ). Like idea C.7, it would be inertial - city A is close to 5 cities and city B. City B is close to a DIFFERENT 5 cities. Therefor, since city A is connected to city B, BOTH would get +11 gold ( ten cities +the other city, A or B ), and so does all the other 10 cities. with idea E.1, you can pay to be able to use the depot of side B city to gain access to a new batch of cities, gaining a very high bonus. Side B would get a cut of all profit gotten this way ( reflects very well the great importance of harbor cities that , more then trading themself, traded for others. Like Constantinopol ).

17. Trade technology: if you trade with a civ that doesn't have trade, he automaticly gets it. Before you discover currency, any trade is X items for X itmes ( barter system ). Only after currency are you able to trade, for example, 100 wood for 10 iron.

D. Caravans issues

1. Caravans should move automatcily. They generate money after X turns it takes them to move. For example, if it would take the caravan 5 turns to reach the city, then the bonus would be automitcly given. Beside building the unit and sending it, you can't control her. Since there is no path-finding or graphics, we can support tons of caravans.

2. You should have special kinds of caravan: one on boat, a plane, etc.

3. The caravans automaticly moves to the most profitable city upon completion ( in comptution of range, size and ETA ).

4. Caravans are not built: you gain one per X number of popultion. They are only replaced when they die.

5. Caravans can build "trade posts", that acts like a airport and fortress, and gives a trade bonus to near-by cities ( only on border-region tiles ).

6. Have a better version of caravan, a one who carry finished goods. Cost more but gains more profit.

7. Caravans can bring support to besieged cities. Side A ( you ), gives side B food when under attack from side C. You get a very big profit, and the attitude of Side B toward you is increased greatly, and your repution. Side C, however, becomes more hostile to you.

8. You can have the caravans moes by fixed way-point.

9. You can give caravans military support: either ordering a combat unit to protect the caravans, or build a new type of caravan: "armed covoy", which is 2/2/2 but cost about three times more.

10. A caravan acts like a limited spy: trade routes slowly reveal the enemy known maps.

11. Caravan, when helping a wonder, should decreese the cost of the production, not give extra shield. Thier bonus is given by offering new apporch to construction.

12. If you got free-market, you can "hire" privateers to trade for you. You pay no construction cost, only a fixed support cost in gold. You also get a lower cut of the profit.

E. Trade in diplomacy

1. Free-pass trade: allow your caravans ( only ) to go over the side B to trade. Side B get a cut of the profit.

2. Fixed trade: a swap that occurs every turn: you give X items to side B, side B gives X items to you. Can also trade food.

3. Embargo: you may ask side B to cancel all trade with side C, in a UN meeting or on direct contact.

4. Funded trade: side A gives side B a sum of money to build caravans. Side B trades with side C, and side A get's a cut of the trade profit.

5. War automaticly destories all trade routes: caravan return to thier home city.

6. Trade increase the diplomatic realtion between the two nations.

7. Trade treaty: like Master of orion II, signing this treaty gives an automatic trade bonus. Caravans are not needed. Another way, is that you use caravans till a certain tech level ( railroads? or maybe advanced sea navigation? ), and after that it's automaticly done via the diplomacy screen.

8. Demand monopoly: you can demand from a certain country to only buy a specfic commodity from you. Therefor, allowing you to greatily increase the cost. Microsoft rings a bell? ( see Idea A.5. ).

9. Ask for harbor: you can pay Side B to build for you a habor or airport in his terratory.

F. List of posters

Special thanks: Pythagoras.

Bab5tm, Bubba, Bulrathi, CapTVK, Chowlett, Colon, Crashn, DanS, Delcuze, Dinoman2, Diodorus Sicilus, Don don, Druid, E, Ecce Homo, Eggman, Ember, EnochF, Flavor dave, Fugi the great, Gregurabi, Gordon the whale, Hans2, Harel, Isle, Itokugawa, Jakester, JamesJKirk, Jele2, Kaiser, Kerris, Kryllon, Korn469, Lancer, Maniac, Matthew, Mark_everson, Mindlace, NotLikeTea, Prefect, Scooter, Sir David, Stefu, Technophile, Theban, Trachymr, Utrecht, VaderTwo, ZenOn, Zorloc
[This message has been edited by Harel (edited August 02, 1999).]

Gordon the Whale
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posted August 02, 1999 13:09     Click Here to See the Profile for Gordon the Whale   Click Here to Email Gordon the Whale     Edit/Delete Message
Thanks for the summary, Harel.

I'd like to suggest an option between C and D in resource management: Have more than 3 natural resources, but don't worry about manufactured commodities. Natural resources can still be traded, but all the nightmare with manufactured goods, where to manufacture them, how to manufacture them, what to do with them, how to transport them, whether to store them, etc.

The natural resources could still be grouped more or less into 3 categories, but would be further divided.

Fuel: instead of being abstracted to oil/gas/coal, make it oil, gas, and coal. Each requires different techs to become useful, and their use makes different amounts of pollution. Shortly after these become useful in making units, they are also required by cities, with a happiness penalty if not supplied.

Material: Here are Wood, Iron, Stone, Copper/Bronze, Bauxite, Uranium, and maybe one or two others. Wood or stone are required for the expansion of cities, and the metals are used primarily for units. Perhaps even go back further in history than bronze working, and allow units that require stone for production?

Exotic/trade: It's not really exotic if it's growing in your civ, is it? These are numerous, and the particulars are not important. Gold, Silver, Gems, Spices, Salt are the obvious choices. Cash crops, a TI, could make similar goods: Tobacco, Silk, Cotton, Sugar, Indigo. These would all be traded as the trade goods in Civ2 (or, more accurately, CtP? I never played it). Better if the caravan never had to be built, though. Trade through roads, as in the summary. However, don't let routes go for infinite distances. It would be too easy to build a network of roads on a continent (everyone does it anyways) that would be making WAY too much money. Instead, add in a component for diminished returns over distance, but make cities in between add to the maximum distance.

ember and I were discussing how to purchase production in a split-resource system, at the very end of the last thread. I suggested you could buy, as 1 gold per, as many resources or industry as you were already producing. ember suggested that this be a sliding scale, where you gould buy 50% of your produce at 1 per, another 50% at 2 per, another 50% at 3 per (or is this one 4 per?), etc. I think that's a good idea, ember. Still, the actual values need to depend upon SE choices. To repeat my previous example, in a Socialist economy, production is largely controlled by the government; in CIV, socialist countries get a bonus to industry and resources. However, this means that there isn't so much private industry to hire in times of need, so a socialist country would not be able to get as much of a bonus.

There definately needs to be a limit on stored resources. AND a turn-by-turn decay. I don't think you should be able to build up huge reserves, that's not the way it really works. If terrain tiles get depleted (and it would be neat if they did) then resources above your production needs and capacity of storage facilities are considered not even harvested. Each city should be able to store 5 or 10 of each resource per each point of population, which can be increased with the production of a Warehouse facility, which would have increased capacity for all goods, to avoid complexity. (maybe just double the production of the city.)

Gordon the Whale
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posted August 02, 1999 13:16     Click Here to See the Profile for Gordon the Whale   Click Here to Email Gordon the Whale     Edit/Delete Message
Sorry, Double post.
[This message has been edited by Gordon the Whale (edited August 02, 1999).]
ember
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posted August 02, 1999 16:21     Click Here to See the Profile for ember   Click Here to Email ember     Edit/Delete Message
If you have a turn-by-turn decay of stockpiled resources and food, a maximum capacity is not as imortant. If the ecay rate is 10% and there is 100 units surplus, the max stockpile is 1000 units, and it will take a long time (never) to reach that amount. In 10 turns you have reached only 2/3 the max.
year 1: lose 0, add 100 = 100
year 2: lose 10, add 100 = 190
year 3: lose 19, add 100 = 271
year 4: lose 27, add 100 = 344
year 5: lose 34, add 100 = 410
year 6: lose 41, add 100 = 469
year 7: lose 47, add 100 = 522
year 8: lose 52, add 100 = 570
year 9: lose 57, add 100 = 613
year 10: lose 61, add 100 = 651
(numbers are rounded off)

Graneries and such could jsut affect the rate of decay, to produce a similair effect to a higher max stock.

The point on costs more to add more resources is for illustration. The 50% blocks would be a different amount for different SE.

On regions. The building in the capital shouldnt affect all cites, with a few exceptions. When you build a temple the AI chosses a location, based on where it would be best suited(you can change it). It builds it in that location, affecting that city. Some improvments are regional in effect, like a stock market, or superhighways. Most woders could be limited to a region to avoid some aspects of ICS.

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

Gregurabi
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posted August 03, 1999 00:19     Click Here to See the Profile for Gregurabi   Click Here to Email Gregurabi     Edit/Delete Message
I'm copying this, which I posted recently in the CTP suggestions forum.

During a war, the state may claim a higher percentage of the production output of the private factories. Thus, while the factories aren't really producing any more than they were during peace time, they're now producing more tanks and fewer tractors.

I think the Civ games do a damned poor job of modeling the interactions between public and private sectors. Why is the government building a church in every city? And why does the construction of this church take centuries and prevent the simultaneous construction of military weaponry and the training of soldiers? Buildings like temples, banks, etc. should simply appear when market forces bring about conditions in which they are needed/useful. They should be supported entirely by the private sector -- no drain on the state treasury. In fact, the state should BENEFIT from them through taxation. By changing the tax rates you levy against the private sector, you can encourage growth and investment (lower taxes) or siphon money into public projects (higher taxes, giving you (the state) the capital necessary for police/military, civil engineering like public roads, etc.).

Even SimCity has a better model than Civ1/Civ2/CTP. (Note: I haven't played SMAC.)

So... depending on your military readiness setting (or other factors, whatever works), you might be able to usurp a certain amount of production capacity from private industries. Modifying existing factories to produce military hardware should require some time, but once all of the adjustments are in place, weapons can be mass-produced much more quickly. Of course, this leaves fewer consumer goods, so that would have to be modeled -- unhappiness is one way, but there should be greater long-term ramifications on the economy. At a minimum, industrial efficiency should drop -- a lot of those consumer goods that aren't being produced any more would have gone back into the industrial infrastructure and fuel the economy. With their quantities reduced, industrial output should slow down -- just a bit at first, but it should accelerate as the war continues.

(If I remember correctly, the USSR had this problem -- after a while, they were spending something outrageous on their military -- over 50% of their GNP, wasn't it? But they got diminishing returns over time, and the economy collapsed.)

M@ni@c
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posted August 03, 1999 13:12     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
Just want to say cathedrals took indeed centuries to build.
BTW, doesn't your post belong in City Improvements?
Gordon the Whale
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posted August 03, 1999 14:08     Click Here to See the Profile for Gordon the Whale   Click Here to Email Gordon the Whale     Edit/Delete Message
Gregurabi- Check out my post in radical ideas, fairly near the end as of now, I think, about how to look at who it is that you are being in Civilization. It makes the current system make much more sense.

I'm not sure I like the idea of sharing city improvements within a region. (this must belong in city improvements, too... everything overlaps) Resources amd military support, I can handle, but I don't know about ALL city improvements... Maybe some (cathedral) could be shared, whereas others (granary) would have to be built individually.

Zorloc
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posted August 03, 1999 15:32     Click Here to See the Profile for Zorloc   Click Here to Email Zorloc     Edit/Delete Message
I like Gordon's idea of an point in between C and D on resources.

My original idea is to have resource/commodity catagories, differentiated by tech level (or age). Thus one resource would be fuel, with a progression of:
firewood
animal oils
coal
petrolium
uranium
geothermal

Additionally certain techs will be able to provide power (shields?) without using resources:
Water/windmill
windfarm
Dam
Solar plant
etc...

jbw

ember
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posted August 03, 1999 17:40     Click Here to See the Profile for ember   Click Here to Email ember     Edit/Delete Message
A new method for populaation growth.

The population of cities are recorded as x.xxx. This allows fractional population points. The fraction has no gameplay effect until it reaches the next number. It allows groth rates to be experesed as an increase per turn. Attacks that hit population centers can now do fractional pop. points of damage. maybe 0.1 or 0.05 per hit.

The purpose of this proposal is to seperate growth from straight food production.
Growth rates can be expressed as a percentage per turn, (eg 2.5%) to give a familiar sort of look. What this means for gameplay terms is that 0.025 pop points are added every year. This gives a groth of 40 turns.

Pop is recorded as fractional points, but it is easy to convert that to a real pop number.
The formula:
Actual pop = 5000 x (pop points + 0.5)^2 - 1250
Follows the civx model exactly for whole numbers, and can give good values for fractional numbers.

Effects on population growth. All numbers are arbitray and should vary depending on SE choices and tech. This system is desigend to be compatable with the idea of villages.

I have made use of a 'happyness rating', which is (#happy - #unhappy) / # total. This gives 0 for all content, 100 for all happy, and -100 for all unhappy. This can be applied to a city, a region, a civ or the entire world.

Base growth: 10%
Happyness : + city happyness / N. N depends on SE.
villages : + 0.2% per village
medicine : + 2%
etc.

Immigration. To take into account people moving around in your civ and between civs.
The advantages of including this is that large unhappy cites will tend to slow down growth or shrink, while your smaller cities will pick up the extra people.

In civ immigration = (city happyness - civ happyness) / Y. Y depends on SE and the overall level of transportation availabble. In cty immigation tends to have larger volume than between civs.

between civs migration = (city happyness - world happyness) / Z. Z depends on SE and transport of all players. For this calcualtion government types can influence the happyness used. democracy might add 10 points, while communism subtarcts 10 points, to reflect that democracies never have had problems with too many people trying to flee from them.

Wonder: Iron curtain. Prevents all between civ emmigration. (for gameplay all cities count as average happyness level)

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

don Don
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posted August 03, 1999 17:49     Click Here to See the Profile for don Don   Click Here to Email don Don     Edit/Delete Message
Timber
Stone
Silver
Iron
Coal
Oil

I don't see why it should be any more complicated than that. Bauxite, for example, becomes a substitute for iron in the post-industrial economy. Copper is initially a "substitute" for iron, which isn't discovered until later. Just treat both as minor sources of the generalized "iron."

It may be hard to reduce it from these categories. In general, one can't be substituted for any of the others. The difference between coal and oil is worth starting wars over (Japan in WW2).

M@ni@c
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posted August 03, 1999 17:59     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
ember, I'm glad you worked out a immigration model, but couldn't you insert my SE Culture factor in it, please?
Gordon the Whale
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posted August 04, 1999 11:47     Click Here to See the Profile for Gordon the Whale   Click Here to Email Gordon the Whale     Edit/Delete Message
M@ni@c, why not add it in yourself? It's not like ember owns the idea... If he(she?) wanted to keep it exactly how he thought of it, he wouldn't have posted it in a forum. For those of us who don't want to leave this thread, explain the SE Culture choice.

I think it's a good idea, ember, especially as far as fractional population growth. The only thing that worries me about the i/emmigration factor is processor time. There are lots of nice effects that could be made by summin gup all sorts of things at the end of each turn, but a lot of them can end up really CPU heavy. This one only requires: determine the happiness of each city, take average by civs, take world average, compare averages, add/take away citizens. If I'm correct, you don't need to keep track of where a citizen from city a goes... There ends up being the right number anyways. However, if ethnicity/religion is implemented, which you didn't suggest but I, tentatively, am, in relation to this immigration/emmigration scheme, you end up with a lot of stuff to keep track of.

On resources: Splitting into

lumber
stone
iron
silver
coal
oil

Does represent all the necessary components. Indeed, it looks like you are dividing into:

Temporary building material/primative fuel
Permanent building material
Practical Metal
Trade goods
mid-grade fuel
high-grade fuel

Which is an excellent way to divide if this were a game about a single city, or in a single time period, etc. And it would work, and better than the "shield" system. But I like the idea of a city that's vital in the bronze age becoming backwater in the iron age, because those copper mines are now almost useless. Definately, no civilization will be using bronze AND iron extensively at the same time, but if both exist, and the discovery of iron working prompts a switch, that is, to me, a worthwhile part of gameplay. For silver/other trade goods, I think it's even more important to have lots of variety. These should be where those trade routes come from. They aren't exactly "resources," because you con't use them to build things, but as new deposits are discovered and trends come and go, their worth on the world market waxes and wanes. Someone who's played it, was this the system used in CtP, and did it seem to work?

M@ni@c
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posted August 04, 1999 16:29     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
The following is a post I made a while back in the SE thread.

quote:
6) Culture

Some threads ago, I said culture would determine population happiness. I've made that a separate SE factor.

1)Culture determines how much it costs for you to bribe a unit or a city.

2)If a neighbour civ has a lower culture rate, his cities become slowly and automatically converted to your culture. Cities converted to your culture get your city stile. If two civs already have the same city stile, I don't know yet what should represent the conversion. If the capital is converted you get a higher Diplomacy rate. If that civ attacks you, the citizens of the converted city become unhappier = lower happiness rate.

3)A civ with a high culture rate has more population immigration from other countries.
Immigration : citizens from other civs migrating to your civ. Immigration/emigration has been suggested in the 'City Growth' thread in Civ3-General/suggestions.
Im- and emigration should depend on your culture rate and the happiness of the concerning city.

4) A high Nationalism(=Probe) rate lowers emigration. This is to simulate the Iron Curtain( or whatever it's called in English).

5) Your culture rate determines how long it takes for conquered cities to assimilate to your culture and cause less happiness.
In SMAC it was 50 turns. For every +Culture you have more than the city of the previous owner, the city needs 10 less turns to assimilate.
If you have a lower Culture rate, the city doesn't adapt. Means more unhappiness and increases the likelyness of revolting and forming a new civ.

6) Can't say numbers. Testplaying needed.

maximum+6
+? : less money needed for bribing; immigrating people from lower cultures; conversion if higher culture; fast assimilation

-? : possible emigration and conversion if lower culture; no assimilation if lower culture
minimum-5
[This message has been edited by M@ni@c (edited August 02, 1999).]


I hope you have some use out of it.

ember
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posted August 04, 1999 19:47     Click Here to See the Profile for ember   Click Here to Email ember     Edit/Delete Message
M@ani@c:
Sounds like your culture factor is basically anouther way of determining civ happyness for immigration purposes.
It looks interesting, but I'm not terribly concerend about ethnicity and such, I actually feel that it would be an complexity that would not help gameplay.
If you want to figure out how to calculate the various immigration percentages, feel free, but I don't really have a feel for it, so I can't.


Resources:
Building materials. Only really need one here. If you really want at modren ceramics and composits.
Trade goods should not be resources in the building units sense. Don't need to get 3 silver from that hill...
Iron/bronze
Advanced alloys (upgarde from Iron)
Ancient fuels, up to coal
Modern fuels, oil and uranium.
6 catergories, of which only 3 are used at a time.
Can even call them the same things throughout, but change the production value of each square with certain techs:

Building materials
Metals
Fuels

only 3 needed. To me that is the most that is managable.

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

don Don
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posted August 07, 1999 00:30     Click Here to See the Profile for don Don   Click Here to Email don Don     Edit/Delete Message
I am not afraid of complication, especially when it can improve play. Somewhere in the strategies forum a civer mentioned a scenario-like rules.txt change for MP:
  • Make oil (or some other special terrain resource) worth some huge amount of shields and trade (10 each).
  • Watch the wars fought over them!
Making certain resources worth extracting for trade, and some few worth fighting over, can improve play. You might make stone and brick the most generic resource (like "shields"), available as needed with sufficient labor to extract it, but it must be modeled. Timber should be separate from stone as a resource.
  • You can't build ships, seige engines, or wagons (necessary for large scale military units) out of stone or brick!
  • There are large areas of the world without useable timber.
  • There are areas of the world without quarry stone.
  • There are some areas without either; brick is all they've got.
  • Timber can be traded economically at any tech level.
  • Timber can be can be used for fuel and, with moderate tech, naval stores and other derivatives.
Coal must be separate from oil as a resource.
  • Coal (or lignite, or even poorer substitute peat) can be extracted and utilized in its raw form at any tech level.
  • The usefulness of crude oil and amount extractable is proportional to some function of tech level.
  • Oil also requires investment in facilities to use and to process for use, chiefly wrt/internal combustion engines.
  • There are large areas without coal, or oil, or both; trade ensues.
  • Oil is so necessary to the late industrial era that wars are fought over it.
Precious stones, metals, etc. should be resources in their own right.
  • They (and goods made from them) are the only trade materials that have intrinsic value out of proportion to usefulness.
  • They inspire trade or war far more than common resources or goods made from common resources (except oil).
Trace metals, including uranium, could be handled as generic resources. You would never really need more than one "shield" (or whatever)/turn of each type for an entire civ. If your civ has a major source you can use more than one unit, but it doesn't get you anything special. The Soviet Union had abundant titanium and they could build entire submarine hulls. It gave the Alpha class a depth advantage, but that's it.

Note to users and staff: UBB numbered list function isn't working correctly.
[This message has been edited by don Don (edited August 07, 1999).]

Ecce Homo
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posted August 08, 1999 07:48     Click Here to See the Profile for Ecce Homo   Click Here to Email Ecce Homo     Edit/Delete Message
Copper, bronze and iron could all work as generic metal concerning building materials. As technology advances, the production methods should produce increasingly more metal, maybe according to this model:

Copper: copper deposit
Bronze: copper and tin deposits+labour.
Iron: iron deposit+fuel+labour
Steel: iron deposit+fuel+labour
Alloyed Steel: iron and alloy deposits+fuel+labour

Copper and tin would still be traded after the bronze age, but only as luxury goods.

------------------
The best ideas are those that can be improved.
Ecce Homo

M@ni@c
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posted August 08, 1999 14:28     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
Don't mind the Culture SE factor when making an immigration model. I'm trying to match the ideas of the Religion thread with those on the SE thread.

Culture will be adapted and it won't affect immigration anymore. Purely determined by Happiness of city/world (, and emigration also determined by Nationalism).

Will post more details later on the SE thread.

don Don
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posted August 08, 1999 23:38     Click Here to See the Profile for don Don   Click Here to Email don Don     Edit/Delete Message
Ecce, that's why I said on 8/3
quote:
Bauxite, for example, becomes a substitute for iron in the post-industrial economy. Copper is initially a "substitute" for iron, which isn't discovered until later. Just treat both as minor sources of the generalized "iron."
The second aspect, the difference between iron and steel, is really a matter of designing a new type of furnace for refining the metal from ore. It's still just iron as a resource, we're using it better.

Changing the resource type may be an unnecessary complication. Since the tiles are likely to be large (~100 miles) rather than small we can assume that small iron deposits could be located in the same tile. Also, bronze may not be used for swords after iron is developed, but common tools would only be made of iron as larger sources are discovered.

If anything, the discovery of ironworking should make new resources appear. They would be bigger than the little resources that represented copper, lead, and tin necessary for bronze.

Similarly, oil should not be known (except for trivial sites where oil oozed to the surface) until later when profitable uses make somebody think its worth developing a drilling technique.

Theben
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posted August 09, 1999 18:53     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
ember,
I have a similar proposal for growth. It is based mostly on happiness.

Happiness affects everything. It is probably the single most important SE choice. If you've played MOO2, think of the morale bonus given to citizens. Happiness gives a bonus/penalty to pop growth, labor production, trade, how much your citizens will support your foreign/domestic actions in diplomacy, research, etc. For this reason the bonus/penalty should be 1/2 of regular SE choices, about 2% per +1 happiness modifier.

Growth is affected positively by:
happiness
Food surplus
Certain techs-medicine, sanitation, public health, etc. Note that some of these techs add to both happiness (better quality of life) and growth (live longer lives, which also allows more time for having kids)
Certain buildings-Granaries, aqueducts, sewers, hospitals
Possibly fundementalism or a animist/poltheistic religion that stresses pop growth
Random events
(Most SE choices affect happiness, not growth)


Negatives:
negative happiness mods-Rebellion, units dying, SE choices, etc.
Lack of food
Certain techs, notably contraception (which may incidentally increase happiness)
Plagues
Random events
Pollution, including nuke pollution

I had no ideas for villages; yours is good. Immigration & emmigration should be assumed in the rise & decline of your population.

don Don,
While having some resources necessary for construction is okay (or have contruction penalty), I think it should be assumed that wherever a major civ arises it has plenty of quality wood & quarry nearby. Otherwise it would have some serious penalties to overcome. Unless you had some other ideas for balance (start with extra techs, on fertile continent by yourself)?
Or is this for trading commodities only?
Also not having oil, uranium be important until modern times is a good idea.

Gordon, I like your's (and ember's) ideas (posted 8/2).

Gregurabi,
To solve some of your concerns on 8/3, one thing I suggested (others too I believe) in the SE threads is that free-market economies wouldn't have much control over their production, but would get a large ECONOMY bonus, while planned/communal econs would have total or near total control over theirs. This means that only a percent goes to you the player (in FM) trade generated: money goes to private sector, research is partially controlled by you, production as well. BUT you get more trade overall. Also allow multiple builds in a city at one time. Thus, the citizens pay for the buildings they use (almost everything non-military, although you may have to pay if they don't have enough), research non-military techs, and produce more of "their" buildings, trade routes, public works (if used), etc. You only get what you tax for money. You may in emergencies (war) "buy" back these items: research can be changed to military research, you can buy back production to build new units &/or military-style TI's and buildings. Planned/communal economies get all the money/research/production, but less overall. They may assign it wherever they wish, but must pay for everything. Other economies would fall somewhere in-between.
As for "building a church in every city", we are talking about a huge area of land, with a major metropolitan center. It should be building at least one of everything.
[This message has been edited by Theben (edited August 09, 1999).]
[This message has been edited by Theben (edited August 10, 1999).]

mzilikazi
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posted August 10, 1999 07:07     Click Here to See the Profile for mzilikazi   Click Here to Email mzilikazi     Edit/Delete Message
Someone on the sidgames site suggested that Civs ought to be able to lend and borrow money between each other. I reproduce my reply here...

"I love the idea of lending and borrowing money from another Civ - it opens up massive new possibilities, and replicates the "power" in the real world today of trading nations like Switzerland or Japan. Imagine a rival wanting to rush build a wonder - you have the cash and can charge exorbitant rates to enable them... how much do they really want to rush build it? Of course, the AI will do the same to you when you are hard up... I love it. Exorbitant rate chargers might attract some negative reputation due to resentment. And what would happen in a war? Would the debt be cancelled - perhaps only if the debtor nation 'won' the war. Wars could actually be started by creditor nations (perhaps paying mercenaries?) to make defaulting debtors restart servicing their loans. Default would be an option - but would be a major diplomatic incident. It would make gold much more important in the dynamics of the game."

M@ni@c
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posted August 10, 1999 09:04     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
That option exists already in SMAC, so it will certainly be in Civ3.
don Don
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posted August 14, 1999 01:20     Click Here to See the Profile for don Don   Click Here to Email don Don     Edit/Delete Message
Egypt had to import timber (of any substantial size); they did have plenty of quarry stone.

Mesopotamia had neither quarry stone nor heavy timber. Even their city walls were made of brick. They just made them 100+ feet thick!

Timber was a big trade item in those days.

Theben
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posted August 14, 1999 00:39     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
Current rules allow for players to "create" forest in normal terraforming, and no one has suggested any limiting factors for foresting, let alone other normal terraforming abilities. So timber would never be a trade item/production limitation as it stands now. You'll have to develop this more to implement it. IMHO.
ember
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posted August 15, 1999 11:55     Click Here to See the Profile for ember   Click Here to Email ember     Edit/Delete Message
Seems to me that the more complicated a resource model that gets used, the more regionalisation we need to have to compensate for micormanagment.

A system of labour split from resources, and that divided into, metals, fuels and buildign materials, would be a huge burden if the production system is as it is now. If you only have 4-8 regions to manage, instead of 20-60 cities, things are more reasonable.

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

Diodorus Sicilus
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posted August 15, 1999 20:27     Click Here to See the Profile for Diodorus Sicilus   Click Here to Email Diodorus Sicilus     Edit/Delete Message
Timber was a major item of trade from ancient (1500BC and earlier) Egyptian through Roman times, and always for the same reason: only certain timber was suitable for ship building, and it did not grow everywhere. In modern terms, only 'old growth' forests with very tall, very straight timber could be used for keels, masts, and other necessities of the navy.
Which brings up the major factor in trade goods: many of them are limiting factors or requirements for other things we want to do in the game. You cannot build pre-iron ships without suitable timber. You cannot make bronze without tin and copper, or power vehicles, aircraft, and ships with oil and gasoline unless you have petroleum. Until very, very recently, gold and silver were required for finance, because all money was based firmly on those precious metals.
Therefore, two things have to happen in the revised game IMHO:
1. Trade has to be available very early - tin and copper were traded before 2000BC to make bronze, and traded from as far as Cornwall, England to the Mediterranean. One possibility is to have trade available as 'barter' from the start to get needed resources, but with no income until currency or coinage or some other Advance is discovered.
2. Trade goods have to be related specifically to other activities. Some specific examples, taken from history (and some of which already commented on in previous posts):
petroleum = allows development of Greek Fire for 'fire triremes' or enhancements to ships, is modern requirement not only for fuels for internal combustion, automobile, aircraft, and all modern ships, but also raw material for many chemicals, dyes, perfumery, and other modern manufactured Trade Goods.
gold/silver = allows governments to buy all sorts of things, including, in ancient Athens, financing an entire fleet of 200 Triremes! Also provides for major population shifts: look at results of 'gold rushes' in western US, Australia, South Africa, etc in 19th century.
timber = for ship building as mentioned above, was a major strategic concern of any naval power: 18th century France financed 'reforestation' projects to support the navy, and England made a major financial and trade effort to keep on Scandinavia's good side after chopping down her own forests and losing the American colonies (New England's forests were a major strategic asset!). Incidentally, the current ability to replant major forests in CivII should be limited to modern times: Weyerhauser can rebuild a pretty fair lumber source in 20 years, but that's a result of modern genetic research, and still doesn't get you mast timber: that takes much longer even today, and would be a century+ long project earlier.
horses = were not available all over the world in 4000BC! Before you can build any mounted unit, you need to obtain them, so here's another terrain icon to add, along with Elephants, even less widely distributed throughout history.

In short, I'm just scratching the surface here. There are a lot of ways in which trade goods and terrain icons both have to be more precisely related to building units, finances, and advances in the game. As an aside, many of the resources would be generated on the map from the beginning of the game, but not visible to the player until discovered/needed. As stated in another post, most petroleum deposits were not even looked for until petroleum became valuable in the 19th century, and coal was a minor resource until the 18th century, and so not exploited or searched out.

Theben
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posted August 15, 1999 23:37     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
Didorus Sicilus,
The Athenian League...he, he, he...as I remember each member had a choice to contribute money or ships. Everyone but Athens gave money, while they used the money to build ships. When someone wanted to leave the league Athens would send the fleet...

Anyway, about horses as a trade/resource, I disagree that they were a rare resource. Horses originated in the Americas, then migrated to Asia. We know they were in western Europe circa 5000 b.c. by cave paintings, which means that they were likely still in Asia; obviously they were in the Middle East by 1500 b.c. Had horses not been hunted to extinction in the Americas they'd have been quite common and I see no reason why Civ3 must follow history this closely. Indeed, to help civs start out on equal footing (not for historical reasons, but for game purposes) they should remain common. Not having horses is far too great a detriment.

M@ni@c
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posted August 21, 1999 16:31     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
Hi, I was thinking yesterday about migration of peoples. After a while, I came up with this. I posted it in more than one thread –sorry if it annoys you- cause it covers a lot of areas.

Colonization/Migration

“How to simulate the migration of the ‘barbarian’ people at the end of the Roman Empire?” I asked myself. Cause they were in Civ2 terms some kind of settlers with a big attack and defense.
There should be a unit that represents some migrating people. Good, simply 4-2-1, settlers, one could say. But that would be an expensive unit. But the fact is that migration was unorganized and didn’t require 40 shields. It was instantaneous. In fact, there was never an organized migration of 10000 people, or just 10000 people saying “let’s found another city”.
So I began thinking about something else…

In Civ3 the Terrain Improver/Former could be deleted, well, now I suggest the City Founder unit would also loose much of it’s use until late in the game when planned colonization exists.
I am against automatic city building by the AI as some people suggest. What I suggest is you can point a tile where people may found a city. It may be any square 1) on a continent where there is already a city of yours and 2) not next to another city. All the rest is automatic with a migration system. People will move to that spot gradually if conditions are good.

I think there isn’t a migration system yet, except one based on happiness. I would let it play a much larger part in the game.
The automatic migration system would try to find a balance between labor and resources in a city.
This is to represent unemployment. If there is more labor(people) than resources(work) there is unemployment. And no work means that people migrate to parts where there is more work to do.
If there are more resources(work) than labor(people) there is work available and people migrate to other already existing cities with more resources or they will move to a spot you chose as a new city.
So cities built in large grasslands tracks will not be big cities since there would be large emigration out of the agricultural area without work.
Small cities will always have more resources than labor since they always have N+1 worked squares, where N is the size of the city. But to both solve the ICS problem AND the possible problem that large cities would not be possible since ALL the people would go to new cities, I came up with this.
The city square normally produces the amount of food if the square is irrigated, the amount of minerals with a limit of at least one and one trade if a road would normally produce trade.
I would add the following. If a city reaches two population, it gets for free 20 labor and 20 trade (don’t forget I use the x10 system). If a city reaches size 3, it produces an extra 30 labor and 30 trade in the city square. And so on… The extra bonuses are because in Civ2 a city with size 1 had 10000 people, a city with size 2 30000 and 3 60000… So of course the second population ‘unit’ produces double as much as the first, the thirth triple… or otherwise told the second pop unit produces 20 labor, the thirth 30. And of course a large city means more trade for the same reason; there are more people.
This would solve the ICS problem, since large cities are MUCH bigger production and trade centers as many small ones. I hope I have persuaded guys who would want to reduce the city square production to 0 food, shields and trade. I think my solution solves the ICS problem better since 0-0-0 city square production makes small cities produce too less trade and resources in the beginning and therefore seriously reduces migration to the newly built city.
And because the extra labor is balanced with the extra trade, automatic migration out of a city because there is a large population (much labor in my system) and too less resources compared with the population is impossible. So migration would be totally dependent of the resources of the surrounding terrain, as in reality.
This will represent more accurately the flow of people and the growth of cities in history. In CivX that was represented totally wrong with excess food since most big cities now and in the old days were mostly the big trade cities and some/most of them are were in half desert like terrain.
That would mean a lot more trade, so the game economical system could need some rebalancing. But don’t forget that people have suggested much more uses for gold eg troop support, religion, and if you read on, I suggest gold I also needed for colonization/migration.
So, let me define resources. Although in the Economy/Trade thread it is usually referred to as the replacement of shields, for this case I also count trade as resources.
So the biggest cities will be as in reality the economical cities.
But if you would some trade cities on a Civ2 map, they would have a lack of food eg Palmyra, Petra, Bokhara… So there is need for a general ‘food box’ for the entire empire. I don’t know sure, but I thought it existed in CTP. After all the food is ‘collected’, it becomes distributed over the empire as needed. Perhaps the efficiency of food transport (your SE Corruption/Bureaucracy rate)would also have to do something with how well food is distributed.
For example in a Federal structure with a Bureaucracy bonus food transport would be better than in the Confederate structure. Or if the above isn’t accepted, I insist that food trade routes are automatic and unlimited, so you don’t have to build a 50 shield caravan.

But of course the state has to say something too in migration. However before people are willing to move, they have to be paid a lot. So if you would want to speed up the growth of new cities or if you would want to move people to a food producing area with no other resources (eg a large Grassland track) you would have to pay them. I suggest per population unit 400 (x10!) gold (the price of a settlers in shields).

Population also x10?

I have a suggestion. It isn’t necessary for my migration model to work, but it would make it more precise since migration per 10000 is kinda rude and sudden. If population is also multiplied by 10, the migration model could be more precise. Migration could be more slowly, which is better.
Then you would have to pay only 40 gold for one pop unit.
Popx10 would make it impossible to have a population box as in all civlike games.
I suggest a simple box with the following information.
Happy : 20
Content : 70 + -
Unhappy : 10
Taxmen : 0 + -
Scientists : 0 +-
Entertainers : 0 + -
Rest : 0
So you would have a simple box showing the amount of people that have which happiness level or job.
The +’s and –’s are to switch eg a normal content citizen to an entertainer. For example if you would want to switch a content citizen (you can only make content citizens a special citizen (= taxmen, scientists, entertainers) and only happy citizens special if there aren’t any content ones. Unhappy people you could never makes special) to an entertainer, you click the minus of content. Then there appears automatically 1 (or perhaps 10?) in the Rest. Then click the +.of entertainer.

Recuitment

Doing pop x10 would also make a recruitment system possible, since if you keep the normal pop system, the mobilization of even one pop unit would mean a lot of Riflemen units = unbalancing and unrealistic. If it’s used, then you should not build Musketeers or Riflemen, but Muskets, Spears, Bows or Rifles. They could be stored and don’t require support. Then, in times of war, people could be mobilized, = one population unit disappears from the cities. You could mobilize people as far as you have guns, spears or any weapon in stock. Of course, if the units are killed, they can’t return to the normal city population after the war. This would simulate the loss of population in wars. However conscripted units would have the worst possible morale/experience. If you have Draft or Civil Duty as your SE Army choice, the experience could be a bit higher.

Settlers/Unit Workshop

Settlers should still exist, but they shouldn’t have the same use. First of all, you shouldn’t able to build them for reasons I have already explained. You could only get them if you click the “Migrate” button. Then your city would disband and in that process all buildings in the city would of course also be disbanded. Per 10 population units in the popx10 system, you should get one settlers. You should also be able to give the settlers any weapons you have in stock, eg spears, guns… basically creating something like armed nomads, as Diodorus wants to represents with his Tribe/Nomad ideas he presented several times in the Civilizations thread I think. That Settlers units would follow the same rules as Diodorus presented in his Nomad posts.
So the German population migration can be represented. If horses can also be built on the same way as spears and guns, you could even simulate people like the Huns or Mongols.
What I am suggesting is that in a city every item can be built: shields, chain mail, swords, guns, horses, or in later areas tanks. Then in the unit workshop you could create your army with the available weapons. So in a city you only built equipment, but to form a real army, you have to mobilize a population unit.
That means in peace time you can maintain a small army and in war recruit more units in a short time.
As I said before, mobilized units would have a bad experience/morale level.
To give them better experience, they should stay 3 turns in a city with a Barracks and then they would get 2 experience upgrades. Later in the game there could be a similar building, called Military Academy.

Oversea Colonization

Colonization oversea should require a unit I think. Some Sea Unit looking like a boat of Colombus. It should have a large movement range. And it should be able to move on land. If it moves on land it founds a coastal city. That way you expand oversea. More realistic.

Upgrading units

Upgrading units would be simplier. Just move them in a city, go to the unit workshop and change the item, you would want to change. Upgrading reduces the experience level with one.

Population Growth

As you might have guessed, I totally disagree food production has anything to do with pop growth. Food only is needed to feed the people.
Came up with the following. Not worked out in details, since I am no social historian.
But everybody can guess that population growth is dependent of two factors : the # children a family has and how long people live.
The # of children would be dependent on how many food there are produced since in earlier times children were assumed as working forces(child labor). So the more children a farmer has, the easier for him, the more free working forces he has and the less people he has to employ and pay.
So pop growth still has to do something with food, but indirectly. It should also be affected by your SE Growth or Urbanization factor. The eg Socialism Value would increase the number of children.

With the techology advance of Industrialization also the # of shields/resources would affect your pop growth. Means that suddenly two factors affect pop growth. That could simulate the fast pop growth around the same time of the Industrial Revolution.

The second thing affecting pop growth is how long people live. That should be affected by some techs like Medicine. In general the life expectancy would increase over time if medicine betters. It should also be determined by your SE Environment factor. Living in a polluted country should decrease your life expectancy.

Wow, are you still reading this? As you have read, what I am suggesting solves some problems like ICS plus it also includes some ideas of others like recruitment, nomads, migration…
It could be a real improvement for Civ3.

Goodbye
M@ni@c

M@ni@c
Civer

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posted August 22, 1999 08:39     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
A few remarks on my own post.
I should reduce the trade bonus for large cities to 1/2. Means (x10) :
size 1 : 10 labor
size 2 : 30 labor, +10 extra trade
size 3 : 60 labor, +25 extra trade
size 4 : 100 labor, +45 extra trade
...
And I don't know how CTP Public Works works, perhaps it's better than this, but I suggest that with labor that you have too much, you can build Terrain Improvements.
So PW points = excess labor points. Means another benefit of large cities.

Harel, Bell has a section that will quote the entire post of you. Will you do that too? Cause Firaxis will understand better what I am suggesting if they see it all together, my recruitment, ICS, migration ideas.

Diodorus Sicilus
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posted August 24, 1999 00:22     Click Here to See the Profile for Diodorus Sicilus   Click Here to Email Diodorus Sicilus     Edit/Delete Message
Theben:
The silver mines at Laureion in Attica were exploited by slave labor starting between 490 and 480 BC, and Themistocles won a famous debate to use the money to build 200 trieres (triremes), the backbone of the fleet that defeated the Persians at Salamis on 23 Sep 480bc. The 'Athenian' League wasn't started until after the Battle of Plataea the next year, when Athens started 'liberating' Greek cities from the Persians and incorporating them (as you said, frequently forcibly) into the League.
Horses and the technology to breed and prepare them for riding was not general in 4000BC. Just using the CivII civilizations, the Aztecs, Souix, Zulus, Egyptians, and Japanese would have no access to them. I agree, however, that historical handicapping makes a lousy game (everybody should read Jared Diamond's "Guns, Germs & Steel" for a brilliant exposition on just how bad geographical handicapping has been), That's why I proposed that Chariots would be available as an early mobile unit regardless of access to horses - the first chariots were drawn by onagers or wild asses. Also, the horse would spread fairly quickly to all parts of any connected land mass with the right climate. It was general over Eurasia by 1000BC, but not in central/south Africa ever: couldn't spread through tstse fly country.
Let's not introduce the tstse fly, though: that would handicap someone's starting position 'way too much!
I'm not fanatic on it. Leave horses generally available from the start as you will. I did think it would allow for some more variety in graphic options: units with same factors, but one civ has Light Chariots, another Light Horsemen. Later some (with the right starting geography) have Elephants, while others have Heavy (scyth) Chariots, others Armored Lancers or Horse Archers.
I'm always trying to introduce variety to the game, and items that will differentiate civilizations in wyas other than their names and titles. I figure the more I throw out, the more chance at least a few of them will make the cut...
ember
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posted August 24, 1999 18:05     Click Here to See the Profile for ember   Click Here to Email ember     Edit/Delete Message
M@ni@c:

A few points.
Hitorically all major cities are on major rivers or the ocean. Or both.

The village system allows you to have early cities only on these squares and have all the food and resources brought in from the inland and fishing villages.

Happyness can be seen as how much people want to live in a city... In this case it is the biggest factor in immegration/emmigration. Up unitl recently unemployment has not been an issue. Everyone could have some work, even if that was as a labourer or in the fields.

A river/costal city square would give a bonsu to trade and a bonsu to growth, making these very attractive spots for cities.
No food or resources are gathered from theses squares so the resouce formula is N + M, where N is the labour/trade from N city pop, and M is the food/resources from M village pop.

One unit of labour does not neccisarily 'work one unit of resources' It depends on what you are building.
Ancient units are an even mix, modern units require more labour than ancient.
NAval units require more resources than land.
Improvments require lot's of resources.
Spy's, etc. require only labour.

I have proposed 'fractional pop points'.
These would allow a city to grow and recruit as you describe, but keep the simplicity of having less than 200 specialists to keep track of...

I believe that a straight recruitment system is needlesly complicated, but if you build units as normal and if the unit is killed have a certain amount of pop removed from it's home city. The nation as a whole should provide for the support, but the home city would take the pop hit. Max units suppoted = 2-5 x pop. Play balance decides this.

To upraged units I agree, move them in a city, say upgrade, x gold and y turns later They are the next class of unit better.

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

M@ni@c
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posted August 24, 1999 20:26     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
Yes indeed oceans and rivers are a good place for cities.
Why?
Cause they're a good means of transport.
What can be transported?
Things that can be traded.

So cities weren't just built near oceans cause that meant a nice view. No, they were built cause oceans is good for transport ergo good for trade.
However there aren't everywhere on the world rivers and oceans. For example to go to China you have to pass through dry terrain.
So there came important trade cities not built near oceans, eg Petra, Palmyra and Bokhara.

So it's not the neighbourhood of water that makes cities good trade cities. It's the neighbourhood of trade routes.

Telling that all coastal squares give a trade and growth bonus is wrong and inaccurate.
First of all, then you're assuming that EVERY coastal city is good in trade. Dead wrong!
Second, then you're assuming that all inland cities are worse in trade. Dead wrong!

It's just too simplified to give every coastal city a bonus.

I suggested something wàààày back that now can be re-used.
All trade routes are visible on the map. Of course to limit the amount of information on the map it could be toggled off, Shift [T]rade eg.

The trade route runs from the origin city to the destination city along the fastest possible way. Means if ocean is faster than over land, there's a trade route along the coast (traders don't dare to sail in open sea). That way coastal cities could have profit and trade.
Same if the shortest way is over land.
Of course rivers fasten the speed of travel, so cities built near rivers are more likely to receive trade routes.
Roads also fastens travel time, so if you build a good road system in your empire, your economy will profit.
For every trade route that passes a city square of you, you get one (or ten if x10 used) extra trade.
So if a trade route would enter your city radius SouthWest and leaves the radius North East while entering your city square, you get 5 extra trade icons.
If it would enter South West, go to the city square and than goes straight Nord to leave the city radius, it would mean 4 extra trade.
Of course several trade routes can follow the same way and can go to the same squares.
So if there are cities where very much trade routes pass, it would get a huge amount of trade.
That way eg Palmyra, Petra and Bokhara would be great trade cities since all the trade routes to the east pass there.

So, as in reality, not only the origin and destination cities would get a trade bonus, also all the cities between them lying in the neighbourhood of the trade route.

This is a very easy system.
There is nothing really new to program.
The game can already seek the fastest way for a unit to go to a place, so it can certainly find the fastest way for trade routes.
The only new thing Firaxis would have to program is : +1 trade to every square where a trade route passes.
Voilà, I have just said how to make trade in Civ3 as realistic as possible.

M@ni@c

ember
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posted August 24, 1999 21:43     Click Here to See the Profile for ember   Click Here to Email ember     Edit/Delete Message
I didn't say that you can't build inland cities, just that costal/river ones have benifits so that they tend to be larger and build more often. In your examples how large are theose trade cities compared to Rome/Shanghai/Alexandria during the same era?

The vast majority of large cities are still costal or on a major river. A spot where you have both is the best, bonuses get combined.

Your point on not all costal cities getting the bonus:
Trade routes are created be people. By the very fact that you settled a city there, there will be trade. The existence of the city creates the bonus. Not all ocean cities will be huge, lots of other factors can keep them small.

For a pair of otherwise identical cities the costal/river city will always have more trade. External factors can change this, like trade routes, but costal cities do have an advantage.

Having a trade bonus represents the ease of access and implicit trade to smaller population centers around the nearby coast. Inland cities do not have this until RR, but you can still establsih trade routes.

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

M@ni@c
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posted August 25, 1999 09:43     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
"I didn't say that you can't build inland cities"

Did I say that you said that you can't build inland cities?

"just that costal/river ones have benifits so that they tend to be larger and build more often. "

Yes, they have benefits, namely that trade routes are more likely to pass there, certainly before the discovery of the Railroad.
So coastal cities get bonuses cause there pass more trade routes, but an intrinsic bonus to every coastal city is wrong.

"In your examples how large are theose trade cities compared to Rome/Shanghai/Alexandria during the same era?"

I don't know how large they were. But you gave bad examples because the cities you gave were the capitals of civilizations (the Roman and Ptolemaes). And capitals always tend to be larger, even if they are sited on infertile places.

"The vast majority of large cities are still costal or on a major river. A spot where you have both is the best, bonuses get combined."

The same with my 'system'. Cities near an ocean AND a river are likely to receive lots of trade routes.

For the rest of your post, all what you say also counts for my system.

don Don
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posted August 25, 1999 00:07     Click Here to See the Profile for don Don   Click Here to Email don Don     Edit/Delete Message
The Tiber would not be large enough to include on a civ tile at almost any map scale generated or designed. I made a 105x95 Eurasia map, but still had to exaggerate the width of the Italian peninsula to make it 3 wide. Including the Po was a stretch at that scale.

Rivers are so scarce on civ maps they must be considered only the truly huge ones like the Amazon, Mississippi, Nile, Indus, Ganges, Danube, Rhine, etc.

I rationalize the civ irrigation system by thinking that there are nearly always rivers flowing into seas, so starting irrigation at the shore isn't completely wacky.

As for trade, civ definitely is short on trade generation: roads in flat terrain, rivers in any terrain, intersections of the two, sea tiles, and special terrains. Trade is generate by all human activity above the subsistence level. Rivers barely considered navigable are more important for trade than the best roads, until the auto.

ember
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posted August 25, 1999 18:22     Click Here to See the Profile for ember   Click Here to Email ember     Edit/Delete Message
Given that they include your specific trade route system, no additional bonus needs to be accounted for. If they do not then my way makes sense.

How about Pompeii? Hamburg? Sparta?

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

M@ni@c
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posted August 25, 1999 19:21     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
Indeed if my trade route suggestion isn't used, I agree on your idea.
Err... what about Pompeii, Hamburg and Sparta?

To everyone :

Harel has said on the SE thread, he won't have time to make a new Economy summary. We will have to do it ourselfs. Ideas?
[This message has been edited by M@ni@c (edited August 25, 1999).]

Theben
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posted August 25, 1999 23:41     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
Surely there is someone here who can condense & summarize a mere 35 posts (someone not working on another thread!).
M@ni@c
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posted August 26, 1999 09:15     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
In all CivX games, trade was not necessary to survive. It was just nice for some trade bonuses. However in reality trade IS necessary to survive. So I think if you haven't got a certain item in stock, you should have serious penalties.
This would make trade more common since you would HAVE to trade.
Of course the larger your empire, the more of a certain item you need.

Beginning a list of things...
If you haven't got X item in stock, you get Y penalty...

Hides, Wool, Clothes, Dye, Silk : Growth penalty if people have nothing to wear
Salt, Spice : Irrigation and Farms produce 2 less food (using x10 system)
Silver, Gold : Taxes penalty because you have no metals to make coins.
Copper, Iron : Military penalty because you can't make weapons.
Coal, Oil, Uranium : Labor penalty because you have not enough energy sources.
Timber : you can't make boats before the discovery of Steel
Gems, Wine, Beads : Relations penalty?

Those items should be able to be acquired by special resources eg
Hides by Buffalo, Furs, Musk Ox...
Wool by Sheeps (new special resource on Plains or Hills)
Cloth and Silk by a Cotton special resource
etc... Just giving some examples. Special resources like Gold, Iron, Copper, Oil, Uranium should be able to exist on every terrain type.

don Don
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posted August 26, 1999 18:35     Click Here to See the Profile for don Don   Click Here to Email don Don     Edit/Delete Message
Harel didn't tell me, and I'm working with him on this! But my part is just Resources and Support aspects (which ties in with the supply aspect of the Movement thread). At least that's how Harel said he wanted to do it.

I'm only about 1/3 done, and it's now… uh… Thursday? Yup, that's it. (I'm studying for certification exams, so I'm goofy right now.)

BTW, it isn't just sumarizing these 35 posts, some reformatting work needs done to lessen the burden on Yin/Shining.
[This message has been edited by don Don (edited August 27, 1999).]

M@ni@c
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posted August 27, 1999 14:15     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
don Don, are you making the summary of this thread?
M@ni@c
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posted August 27, 1999 15:57     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
Some points in the summary I would like to see edited...

A.2. says that every citizen = 1 labor.
In my large post here I suggested that the first citizen should produce 10 labor (certainly don't forget to mention the x10 system!), the second 20, the thirth 30..., so that a size 3 city would produce 60 labor. This to reflect that the second citizen is 20000 people, so should generate a double amount of labor than the first citizen (= only 10000 people). Note this also solves the ICS problem since a few large cities are much more profitable than some small ones.

A.8. Not only should some increase happiness or economy, but lack of resources would seriously hurt some aspects of your production. Examples in my post of 'August 26, 09:15'.

A.13. Units should besides resources also need a (very) small amount of gold and food as support.

B.2. I think mercenaries should only need gold as support, not food or resources. However the gold support should be 5 to 10 times as big as a normal unit.

B.4. I think Harel is the only that wants that, I have learned from my discussions with him on the SE thread (I can't help but notice that the ideas he agrees with are well represented and others not). I simulate the burden of war with two Values : Survival and Power. Survival has -2 Economy and Power -2 Production. I think this is enough to simulate the burden. BTW, how determines the AI that you are in a full war? In Civ2 I was constantly at war. But I was rarely in real combat because my enemies were too far away or I just didn't feel like mobilizing my army. So I strongly oppose to this idea.

B.7. I suggested that again with increasing city size, the trade generated in the city square increased also.
Eg size one produces 5 trade (x10!), size 2 15, size 3 30, size 4 50...
Again a solution for ICS.

B.8. I think it should be mentioned that many people like Public Works. Harel has stressed it too less. (he doesn't like CtP)

B.14. The factors Taxes, Research and Happiness of my SE model determine how high you can set your taxes, science and luxuries rate.

C. My trade system I said in 'August 24, 20:26'. Perhaps you could also mention the reasons why this system is the most realistic.
BTW to make trade over ocean ever faster than over land (as in reality in history) in the game, I think moving over ocean should go faster. Movement tripled or something like that.

C.3. You should be able to trade with barbarian and nomad cities/tribes.

C.17. It's not because the people didn't have currency that they didn't know that iron is more worth than wood.

D. In general I think it should be stressed that many people hate walking around with caravans. A more automatic system is wished.

Harel
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posted August 29, 1999 07:35     Click Here to See the Profile for Harel   Click Here to Email Harel     Edit/Delete Message
Maniac, I was under the imperssion of Yin that this sunday, the 29, was the absloute deadline.
I got a suprise drop from my commander that I had to stay the weekend at the base: I didn't have time to notifiy Don don, just wanted to finish the darn model: it took my hours over hours.
Now that Yin says the 1 sept is the dead-line, all buisness is okly dokly.
Me AND don don are working on this thread: we divided the work between us.

I was deeply offended by your implamention that I only put ideas that I support: I absloutly add EVERY idea suggested over this thread, no acceptions. I chalange you to find a single idea I ommited.

Foobar
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posted August 29, 1999 13:11     Click Here to See the Profile for Foobar   Click Here to Email Foobar     Edit/Delete Message
M@ni@c: I think you left out a very importend point with respect to trade, rivers and oceans.

Before railroads rivers and oceans were the only way for bulk trade. Goods like timber, food and stone was never traded on land.

Land trade was mostly of goods that had a high value compared to their weight. E.g. silk, clothes, gold, metals etc.

E.g. there was not very much good farmland around Athens so they had to import lots of grain. If Athens had not been close to the sea it would never have been such a large city.

So I think you could say that in ancient times large inland cities were a rarity.

Erik Engheim

M@ni@c
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posted August 29, 1999 13:55     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
Sigh... Foobar, Bokhara certainly, Palmyra probably and Petra, I don't know WERE on the silk route.

And I know trade over water is preferred. That's why I would decrease the movement points needed to cross water. So until Railroad most trade routes will go over sea.

But silk was much wanted. And a sea route to China wasn't known. So in high need people would even trade over land. And then there can exist big inland cities.
Of course, in game terms, the player should have a reason to trade over land when sea is easier. That's why certain trade items should actually be necessary to have a good functioning empire. Examples in my post of August 26, 9:15.

I totally agree that in ancient times large inland cities were a rarity. But they existed. So they should be possible in Civ3. We all want to make Civ3 as realistic as possible, don't we? And my trade system allows that while Ember's automatic bonus for coastal cities doesn't.
(Note for Ember. That's just why Oceans have 2 trade. To represent the extra trade. So if you give another bonus, coastal cities would have a double bonus.)

And Harel. I don't mean you have omitted an idea. You have done a very good job in representing every idea more or less.

BTW, has your commander got something against you? First your room is searched by 'surprise pick' and now he orders you to stay in the weekend.

Harel
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posted August 29, 1999 15:10     Click Here to See the Profile for Harel   Click Here to Email Harel     Edit/Delete Message
My room? Why should anyone care about my room? I don't even have a fixed room at my base... never mind.

About the summary. I am starting now, and I am working on making anything more "complete". This means, uniting similar ideas and making each suggestion bigger and fuller. If it looks like I boost ideas I support: I am sorry. I try to add a touch to each idea, what ever I support it or not. For example, in the summary I list all the trade treaties from my diplomacy post. It's not because I only post my own ideas, but because I covered all the suggested treaties myself.
As you know, I have an orginized mind: I love posting big, elborate posts that detail many ideas then just posting a lot of small posts.
Never the less, I hope you will like the new summary.
[This message has been edited by Harel (edited August 29, 1999).]

M@ni@c
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posted August 29, 1999 15:56     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
"They just dropped a pick inspection on me"
-Harel

Heck, How can I know who "they" are and what of you they inspected?

And I will certainly love the summary if it unites similar ideas etc!

And if I will also be included in the summary, that Population also x10 of my August 21 doesn't have to be included.
Of course neither Recruitment, Settlers/Unit Workshop and Upgrading units. That was meant for the Combat and Civilizations thread where I also posted the message.

ember
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posted August 29, 1999 20:22     Click Here to See the Profile for ember   Click Here to Email ember     Edit/Delete Message
M@ni@c:
Under my village system, labour and trade are produced ONLY in cities. Villages, which occupy most squares, do not produce trade, this is why I want a trade bonus for costal cities.

Good luck with the summary. Remeber that different people use the same words in different contexts, Labour and resources are particularly hard to pin down, you may want to explain what different people have in mind for them...

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

don Don
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posted August 29, 1999 21:37     Click Here to See the Profile for don Don   Click Here to Email don Don     Edit/Delete Message
As I have reviewed this and previous threads, I remembered that I wanted to respond to one of M@ni@c's suggestions:

"For every trade route that passes a city square of you, you get one (or ten if x10 used) extra trade."

Every tile with a trade route through it getting +1 trade might be possible under the x10 system. Otherwise, in many cases being a city on somebody else's trade route would be better than making your own trade routes! Trading partner cities generally have to be size 8+ in order to give +5 trade bonus. But with this, even a size 4 city could generate +5 for just one trade route passing through (assuming your workers are stationed on the route)!

Extending that for the length of a transcontinental route, with the typical sinuous Civ2 continent, there could well be 8 or ten cites along the way, each benefitting individually as much or more than the trading partners, the whole totalling to many times the actual trading partners' total!

First, domestic trade routes on the same continent (you control source & destination) shorter than some threshhold distance (tech dependent?) would not generate trade for intervening cities. It's already included in the trade generated by roads and rivers.

Second, trade routes on RR and after Auto should get less than trade on roads. The trains/trucks move through the city radius in less than a day in most cases. Sea routes only have to stop is they need provisions, so they would not generate much trade en route.

Maybe a city could get, say ½ trade total for a land route that passes through the city tile or any tile(s) touching the city tile (not the outermost tiles). A sea route, if you have a harbor, passing through any tile(s) touching your city tile would yield ¼ trade. A really good location would still get lots from other civ's trade routes.

The x10 could be more flexible, 2 trade + 1 trade per tile passed through (except outermost tiles) for land routes, 1 trade + ½ trade per tile passed through for sea routes.

A Caravansary CI would generate trade from land routes passing through occupied tiles in the whole city radius, and maybe some slight bonus on top of that. Expires with RR.

Shining1
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posted August 30, 1999 01:13     Click Here to See the Profile for Shining1   Click Here to Email Shining1     Edit/Delete Message
An addendum to the tech system, but very useful for overall game balance and diplomacy issues:

Make technology dependant upon trade and infrastructure to a large degree. This makes the explore aspect greatly more important than before, and adds to the builders game. I'm not 100% sure how to work this - perhaps give a sizable tech bonus to economy units earned by trade as opposed to home made economy units.

If possible, eliminate the sliding bar system altogether, replacing it with the social engineering and actual infrastructure. Having to adjust the bar is a pain, but SE changes and building aren't, at least early on. It's also more realistic, as an economy does not shift from economic output to tech output overnight, as the game currently suggests.

This would mean that you have two forms of trade, possibly titled trade units and economy units, earning different values for each. For instance, a single trade unit might be worth twice as much as an economy unit, providing 2 science, 2 cash, and 2 luxuries. Or the science and luxury values might be increased, so a economy unit earns 1 2 1, while a trade unit earns 3 2 1, for instance.

This can be further adjusted by social engineering.

Harel
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posted August 30, 1999 14:10     Click Here to See the Profile for Harel   Click Here to Email Harel     Edit/Delete Message
Economy and Trade - By Harel Eilam ( harel@isdn.net.il )

Index:

1. Pirates and black markets
2. Budgets
3. Diplomacy
4. War and peace
5. Free-mind companies
6. Trade model options
7. All about caravans
8. Trade routes
9. Inertial trade
10. Tile improvements
11. Trade buildings & wonders
12. Effects of trade
13. ICS solutions
14. City management
15. Regions

1. Pirates and black markets

The element of crime should be more developed then civ II generic "corruption" rating. All money lost from corruption is not just "gone", it is transfered to a pirate AI player. When it reach a certain trasehold, the AI gains a few pirate units. Even if the corruption would be taken care of by then, the pirate would not disappear: only military action is required. Once the pirate units are in place, they will start raiding trade routes, attacking caravans and villages ( see idea 11 ). If a city is un-guarded enough, they could even raid a city. All this time, they still gain the money from corruption. They will use the money they get to buy more units, train them, and build fortresses. Once they are firmly in place, they will starting using spys that will bribe cities. A bribed city by the pirates has more corruption ( generating even more money to the pirates ), all money gotten directly from the banks and market places go to the pirates ( the extra credit gotten from the bonus ), and pirate units are invisible in the city vision radius. All this time, the pirates will save enough money for thier big task: bribing a city into thier hands. Once pirates own a city, they form a new civ. They can not build a new city, however.
Pirates also have a good use to the smart emperor: a high presence of pirates creates black markets. You can buy your military units from the black market with a reduced cost, but it will enrichen the pirates even more. More, you can even bribe and manipulte your local pirates ( or the ones the other civ have ), and make them raid/steal/spy for you. Pirates are also a good source for exprienced mercenries for hire.
2. Budgets


2. Budgets

Budgets, like in real life. The bonus gotten from libaries, for example would be decided by how much you put in Eductation. That money is divided between all libaries and universties. The higher the gold per institue, the bigger bonus they give. Hospitels bonus by health, wealthfare gives happiness ( divided by all the populs, like Luxary ), military would be divided between the support cost of all units and dedice what morale bonus/minus you get, etc. ( In democracy/republic, the senate should demand a minimum portion to some section. The different budget sections:

  • Science ( labs and science rate )
  • Eduction ( libaries, universties )
  • Health ( hospitels )
  • Military ( military infra-structre and units )
  • Internal affairds ( Police, intelligence and reducing un-rest )
  • Wealthfare ( happiness bonus, like luxary )
  • Transportion ( Support of road tiles and Mans transpot building )
  • Construction ( reserve money to buy city building and wonders )
  • Arts ( support for wonder )
  • Argiculture ( support for farms )
  • Religon ( the bonus for temples )
  • Trade ( caravans are bought of a pool created here )

    3. Diplomacy

    Via the diplomatic screen, you can sign several trade treaties and agreements. The first thing is the creation of trade pacts, or alliances, between three or more nations. In this trade alliance, you all automaticly trade between you ( with a nice big bonus ). Also, all of the below treaties suggested are done with a bigger profit and effiecncy then before.
    Active trade improve the realtions between two nations. The more treaties you sign, the better the level of diplomatic relations will exist between the two nations.
    The suggested treaties have been posted on the various threads:

    3.1 Single trade: exchange cities/tech/units/money/resources/land between two nations.
    3.2 Fixed trade/tribute treaty: exchange/give money/food/resources every turn until canceled.
    3.3 Consturction: side A pays side B to build for him X units.
    3.4 Shared wonder: both sides build a wonder toghter ( cheap in a labor/money pool ), and get the effects toghter ( all possible in wonders that effect the entire civ, not just a single city ).
    3.5 Hired workers: side A pays side B for an agreed labor level ( moves from side B city to side A city ).
    3,6 Monopoly: side A may demand side B to only buy his commodities only from him.
    3.7 Lending money to a section side.
    3.8 Port contract: side A builds side B to buy ( or build ) a port/airport on his land.
    3.9 Trade passage: side A allows side B to pass caravans ( or trade with nations only his is connected with ), but gets a cut of the profit from the trade.
    3.10 Embargo: side A demands side B to cancel all trade with side C.
    3.11 Funded trade: side A pays side B to establish a trade route with a new nation ( buying caravans, etc ). They split the profit gotten.

    4. War and peace

    The diplomatic relations between two nations should give you some specific bonus/minus. A state of war should give a boost to military production, but should drain civilian resources for a prolonged war. This could be viewed at increased support cost for units after long periods out of the city, increasing the minus to production in the SE screen, or simply reducing the bulk income. Unity, a high form of alliance, vastly increase trade porfit, but makes you more vunrable to spies.

    5. Free-mind companies

    5.1 Companies, and free trade, should hold a much bigger and obivious power in the game. Dictates by your market option, some of your economy ( all, parts or none ) should belong to privite companies. You will stay gain the credits ( via tax ). It's more to show a real-life view and increase the realism of the game. The company could be a coporation ( in transnational ), a bank, a guild, a labor union... a single merchent or a group of merchent. The type ( and size/limition/behviour ) of the compnay depands, as said before, on your market option. The companies control parts ( or all ) of your caravans ( or trade routes ), and use those credits. They will build thier own caravans. If in their interst, they will even build buildings in your cities ( such as market places ). But the profit from those will only go to the company: you only get a share via taxs. They could even build wonders if it will be profitable for them! The company will also build ports and airports, and road/railroads to expand thier trade sphere. You can sign consturction treaties with companies, and cast "Embargo" and "Monopoly" treaties.
    You can also have "food" companies, that will own part of your farmers and farms. They will even produce more food then you can ( per tile ), and give you a part of the profits. If needed, they themselfs will build thierp privtly owned farms, granneries, food markets, etc.
    Switching market option from one with companies to one without ( for example, from transnational to planned ), will cause several things: all company building and units are moved to your hands, and you gain the full profit from those, but you will receive a large minus to all economy for several turns.

    5.2 People have exprieced wishs to be able to actuly "play" for themselfs the "free-mind" companies. You should have the option either to "zoom in" and take control over one of your nation companies for several turns, or to start the game as a company and play it over along the game ( maybe one player can build the empire, and his friend managing the company at the same time, at multiplayer. Maybe even several players playing several companies over a single, or multiple, civ players. A possible future add-on? ). In addition, some suggested the option to play the pirates ( see idea 1 ), and play them!

    5.3 Beyond companies, you should the more "generic" private sector. The doing of the private sector are competly autonomus and unknown to you ( not hidden, just not reported ). As a general thing, the private sector will deal with building his own key city improvements alone. Like libaries, churchs, market places. Those will be builded by the public expense, not the goverement. The extent of power the privte sector posses relies on your SE choises in goverement, market and structure. If Budgeting would be used ( see idea 2 ), then some of the cost will be collected from the appriopite branch. For example, the goverement will finance some of the cost of building new churchs out of the religous section in the royal budgets. The maintance cost will also partily drop on the shoulders of the goverement.

    5.4 Once transnational market option has been discovered by any nation, the central banks are created. It's yet another AI company, that you may converese and sign several treaties with. The world global bank will invest in civ, buy off city improvements, lend money, and if holding enough power might even posses a small army of it's own ( for the sake of guarding the economical stabilty, ofcourse ). Or maybe it could be created when a specific wonder has been created?

    6. Trade-model options

    6.1 Considering how faulty the trade system was in civ II, a new system must be used. Trade was very ignored on civ II, and no one can deny the absloute great importance of trade along history. This section list all of the new trade methods proposed:

    6.1.1 Use the caravan system in civ II ( in this case, make sure you use some modifcation to the system, see idea 7 ).
    6.1.2 Internal trade is automaticly, like SMAC. All cities generate a small trade bonus, regarding the size of the city, size of empire, location of cities and eco bonus. External trade is done with caravans ( see idea 7 to further increase this ).
    6.1.3 All trade is totatly automatic, just like SMAC. The income generate also relies on the size of your allies and thier numbers.
    6.1.4 All trade income is generate by signing "commerce treaties", like master of orion series. It is signed via the diplomacy screen, and generate a fix amount of cash every turn. The size of profit relies on the popultion size of the two nations and any commerce bonus/minus either of you have. The size of the profit is negative at the start, and is increasing steadly over time.
    6.1.5 Every big city can support several trade routes. The number of routes is decided by your SE options, tech level and city size. Each route is connected to a city of a friendly nation ( beside yours ). Every friendly city can be connected to just one city ( meaning, you can't have two of your cities connect to the same city twice ).
    6.1.6 Trade is done with buildings, not units at all. You build a "depot" in your city. You automaticly gain a profit, considering how many cities you have near you, the size of your city and the size of the city you are connected with. The size of the city decide how many bonus you can maximuly get, and how many other cities can gain bonus from this city. For example, if a forgien nation has a city which can support 3 connections, it gains up to 3 connection bonus, and only three other cities can get a bonus from her.
    6.1.7 Just like 6.1.5, your city gain trade routes. However, when you create a trade route it will automaticly call for the nearest available caravan and send it to create the trade route.
    6.1.8 ( requires a commodity system ) Trade won't generally produce any credit: no tiles producing trade arrows. Nations only trade resource/commodities between themselfs. However, every trade gives both side a few credits upon completion of the trade contract. The bigger the trade is, the more profit both sides will get. Another option is when a trade agreement has been made, an available caravan automaticly is sent to the other nation land.

    6.2. Civ II didn't allow you to trade with barbarians: a very false idea. Barbrains should have a bigger role: like pirates they could have a diverse options, and can also build cities, if they obtain the cash to buy a settler. In a nutshell, people would really like the option to trade with barbarians, primitive and nomadic tribes.

    6.3 The economy, and income from trade, needs to shift up and down, like in real life economics. The more free your society is ( democracy/free market ), the more the numbers will shift for better or for worse. In social or controled markts however, the market will hardly shift at all. Shifting can cause up to +/- 50% of income in a single turn, and move up or down by an additional -/+ 5% every turn.

    7. All about caravans

    7.1 If the caravan system will still be used ( see idea 7 ), that some modifaction to the system need to be made. The micro-managment of each caravan in civ II made trade so very bothersome, that some players choose to ignore it completly. The caravan system could be change the following:

    7.1.1 Keep it like civ II: you build them, move them around and create trade routes ( which a creation bonus when first creating the path ).
    7.1.2. You build the caravans yourselfs, but they automaticly move to the most profitable location ( decided by distance, ETA, merchandise carrying, nationality of the city, etc. ). To increase procession speed, you could make the caravan invisible ( totaly automatic ).
    7.1.3 Caravans are generated automaticly at large cities ( depending on city size and location, like rivers and coastal connection ). They are replaced after X turns if they are killed. You then direct them to thier destination.
    7.1.4. A trade advisor govern all trade for you: he builds the caravans, move them about, and choose the best merchenside for maximum profit. You also can toggle "caravan viewing" for extra speed: without seeing the caravans the game will run swiftier. He will also manage building roads and ports for you. The advisor could be mandatory, or could be optionale, and be switched off/on.

    7.2 To further increase the depth of the caravan system, new caravan types were suggested. Those specific-task units will further enhance the depth of trade. They will can be used with automatic trade ( trade advisor ): he would build armored convoys when sending them into "hot-regions", use "double-capaicty", or "finished goods", if it's more profitable, etc.

    7.2.1 Special movement: a trade plane and ships. Trade ships are critical for realism.
    7.2.2 Double capacity: costier, slower caravans, that carry a double cargo that offers a bigger income.
    7.2.3 Armored convoy: a costier caravan that has some defenisive capacity and can protect himself for pirates.
    7.2.4 Finished goods: a costier caravan version, but one that offers a much bigger profit.
    7.2.5 Tourist caravan: carry no resouce. The profit is purelly set on the size of the two cities, with no connection to request and demand. Losing a tourist caravan, however, cause grave diplomatic strains and morale drop.

    7.3 New ways to get caravans: hire them! Hiring caravans can come at two options. One, is hiring privateers. Privateers are controled by the AI, and automaticly seek the most profitable location. Hiring privateers reduce the time and cost to takes you to make a new caravan: but you only get a cut from the profit, and you can't control or direct your units. Full hired caravans are under your control, just like any unit. You don't built them however, or buy then: you rent them for a fixed prize. Like privateers, you don't get the full cut of the profit from the trade route.

    7.4 Convoys may help a be-sieged city ( under artliery fire, or an enemy unit is in the city radii, or both ). If armored convoies exists, that only them may do it. If not, then any sort of caravans. Helping caravans generate food for the helped nation, and reduce money ( at a reduced cost ) for the owner of the caravan. However, it extreamly boost the diplomatic relations.

    7.5 Caravans can assist cities that were harmed by a random event ( earthquakes, torando, etc. ). The caravan help fix the damage to the infrastructure and boost the food supply for several turns. You gain no money by this interaction, but you do greatly help the diplomatic relations between the two nations.

    7.6 Caravans can't simply "help" wonders. They only reduce the mineral cost of the wonder, not increase the labor rating ( by offering new means of construction and rare items ). If the caravan is carrying construction goods ( timber, concrete, steel, etc. ), the the bonus to resource is doubled.

    7.7 Caravans "know" how to use boats, and will "call" for one automaticly when it needs to pass over the seas. In other case, a caravan unit can be "glued" to a ship which will move the caravan all the time. In yet another option, you can set ships into "trade mode", where those ships, and only those ships, will be "called" by the caravans to move them back and forth.

    7.8 Instead of when a caravan create a trade route you get a fixed profit, the caravans will move back and forth, and instead of generating a fixed amount every turn, the caravan will produce a sum of money when ever he re-reach one of the cities in the route.

    8. Trade routes

    Trade routes are the path where trade is passed between cities or nations. It could be caravans moving back and forth, or a genertic "trade route" which is generated automaticly. The following things can be added into trade routes to make them more realistic:

    8.1 Once you create trade routes with another nation, you can't cancel it alone. Your only option is to cancel all trade with that nation, which means breaking ALL trade routes and all profit gotten from them.

    8.2 Once you create a trade route ( with a caravan or not ), then you can further expand the level of trade that pass by the path automaticly, by signing extra "contracts" that can further increase the profit and resource swaping that go along the path.

    8.3 Trade routes can't never pass over enemy land, or any nation that didn't sign a "right of passage" treaty with you ( or you are in a high state of alliance with them ). The route will go around the land, and it it's impossible, the trade route will be canceled.

    8.4 You should be allowed to toggle "economy map", and view all the trade routes displaied over the land, with statistics over the city names showing the level of profit.

    8.5 A city that sits on a river or on a shore ( or both ) get's an extra trade route credit ( or extra income from trade, if that system is not used ).

    8.6 Trade routes automaticly adapt themselfs over roads/rail roads over ground, and into the "commerece winds" along the ocean ( fixed paths in which movement cost is 1/2 ).

    8.7 All tiles that belong to a highly active ( several caravans using it ), trade route generate +1 trade. All cities that are in the path of the trade routes ( or some of thier radii is ) benefit from the trade route in this manner. This is cumaltive: if several trade routes pass by the same tile, then that tile can get a larger bonus. However, the tile is last to receive this bonus ( see below ). However, the maximum income that can be gained ( the number of tiles that get the +1 bonus ), depends on the number of caravans, thier profit, and thier type. Important! A land trade routes that links two of your own cities ( a domestic trade route ), would get no such bonus at all. It has to be linked to another nation city.
    For every land caravan, you gain up to half the profit they generate. Boats give of 1/4, and planes nothing. For example, a land route with 2 caravan that each generate 20 trade icons per turn, can give up to 20 tiles a +1 bonus. If they were sea crafts, the bonus would have applied to 10. If one caravan is land, and the other is air-borne, the profit will be 10 since airplanes generate nothing.
    This bonus is received by all friendly nations of the trade route owner: not just him.
    If the number of tiles is smaller then the bonus ( a 50 tiles trade route with only a bonus to 10 ), then only those that belong to a city would get the bonus. After that, railroad tiles are last to get a bonus, since when a train speed past a city it's less likely to give any profit. If still in need, large cities collect the bonus before smaller ones. Therefor, in order of importance, this is the tiles that get the bonus:

    City tile ( center )
    Village ( see idea 11.3, on the village itself )
    Inside large city radii + road/river
    Inside large city radii
    Inside large city radii + railroad
    Inside small city radii + road/river
    Inside small city radii
    Inside small city radii + railroad
    A city tile that allready has a bonus ( for extra, cumalative bonus from several trade routes )
    Outside city radii ( doesn't really matter, does it? Since no one does get it anyway... )

    8.8 If a trade routes pass over a road, and several caravans move on the road, it is automaticly upgraded into "king high-way", which will give a slightly better increase in speed ( 1/4 instead of 1/3 ).

    8.9 If you create a trade route between two of your nations over sea, you can assign a transport ship to the trade route. That ship will automaticly ferry units from one side to the other. Your units ( caravans or any other unit ) that where directed over seas will automaticly move to the habor on thier side and wait for the ferry. Several ships can be assigned this way to the trade route.

    8.10 Trade routes can used accepted way points.

    8.11 You may position a military unit along a trade routes and order it to "raid" it, diverting all income to you. Consider a hostile act. Pirates ( see idea 1 ), use it all the time to generate more cash. Spys can destory the trade route totaly.

    8.12 Trade route profit relays only of supply and demand of both the cities in the trade route. The bonus for distance ( like in civ I/II ), is better represented by the +1 trade per tile idea ( see idea 8.7 ).

    8.13 Trade routes take a small amount of cash to maintain. The cost is decided by the route length.

    9. Inertial trade

    Inertial trade is a radical idea, that states that you can "center" your nation-wide trade power on several cities. For example, frontier cities always support the bulk, if not all, the trade routes ( caravans, automatic, whatever the system is ). In intertial trade, you can transfer the "option" for trade routes to a near-by city. So, a single city could get 5,10,15 extra trade routes when several inner land cities pass thier "Trade power" to her. Ofcourse, for play-balancing, they is some lost which increase the more trade routes you pass. You can pass 1-2 with no loss, but try to pass 20 and you only get an extra, lets say 10, for the destintion city. This represent trade cities that dealth with trade for most of the empirs. With contracts, you can even grant the other nation trade routes credit for him to you ( when you are getting some back, ofcourse ).

    10. Tile improvments

    10.1 The current system used to create tile improvements ( such as farms, roads, etc. ) is very bulky and require a great deal of micro-management.

    10.1.1 ]Keep the current system ( settlers ), but further develop the automatation option that was introduced in SMAC.
    10.1.2 Use the public work option like in CtP: you earn work points, which you can spend to construct public works.
    10.1.3 Combine public works with settlers: build them in the public work menu, which will automaticly send a settler to construct them ( for the public work points ), automaticly.
    10.1.4 If comapnies or private sectors are used ( see idea 5 ), then many tile improvements will pop up with the support of the public himself ( farms and roads, mainly ). If budgeting is used ( see idea 2 ), then increasing the development section will make more tiles produce themselfs. You can also hire the company to build tiles for you.

    10.2 Regardless of what system, tiles should cost maintence, mainly the roads and rail-roads. Roads that are not properly maintened decay over time. If not using budgeting ( idea 2 ) to support tiles improvements, they could cost gold, or just deplet if not used for some times, requiring a settler to fix it ( takes half the time ). Roads that are not traveled, mines that are left alone, farms that are not titled, etc.

    11. Trade buildings & wonders

    11.1 To further show and increase the importance of trade, you should have several buildings, and even wonders, that increase the usefullness of trade. The effects of those buildings/wonders can be:

    11.1.1 city can support extra trade routes ( one or more ). Wonder can give an extra trade route for all your cities, world wide.
    11.1.2 Extra profit from trade routes: a fixed amount of an added percentile.
    11.1.3 Free caravans upon completion of structure. A building can give you an instant caravan for the city, and a wonder can give you one free caravan in every city you have. Another option is a wonder that generate you a free caravan every few turns.
    11.1.4 Reduce the number of popultion you need to support one extra caravan ( see idea 8, third option ). For example, instead of a caravan every 5 pop, you get one every 4. Local effects for buildings, world wide effects for wonders.
    11.1.5 Increase movement of all caravans ( wonder only ).
    11.1.6 Reduce support cost of all caravans ( wonder only ).
    11.1.7 Increase carrying capacity of all caravans ( wonder only ).

    11.2 Settlers can build a new type of building in the out-lands: a trade depot. The trade depot can do one, some, or all of the following options:

    11.2.1 Give a bonus to trade in the range of operation.
    11.2.2 Act like a fortress.
    11.2.3 Heal all caravans resting on turn on it.
    11.2.4 Building, or generating caravans.
    11.2.5 Defend all caravans in range of operations from raiding.
    11.2.6 Resupply all fueled units.
    11.2.7 Store cargo.
    11.2.8 Act like a waypoint: you can send units to it by the command "go to".

    Sea ports are builded on shore hexs, and act just like a trade depot: only they relay on ships ( protecting/building/reparing ships ). You can also ask via the diplomacy screen for your friend to build a port/trade depot for you ( see idea 3 ).

    11.3 Villages are construced by a settler, which force the settler to dis-band ( like building a city ). Villages are a bit like supply crawlers from SMAC: they generate some food/resources which they send to the home city ( the original city of the settler ). If that city is destryoied, the bonus can be directed to any city of your choise. You can't build a village with your first settler: only after you have at list one city. While a village is infact a one pop unit city, the pop unit does not count toward your city total ( it does however on your nation scale ), and requires no food. They are several types of villages:

    11.3.1 Farm village: produce food + resources + trade in equalent of the tile the village sits upon. The tile automaticly has food improvement on it ( irrigation, fields, farms, farmland ). Must be built on flat, fertile land.
    11.3.2 Mine village: Just like 11.3.1 in all cases, excpet you have a mine on the tile, and must be built on a mountain/hill.
    11.3.3 Fishing villages: Only produce food and trade ( no resources ), but you automaticly generate food like you are using a fish-improved ocean tile. Must be built on a shore.

    12. Effects of trade

    While one nation trades with the other one, they effect each other. Specific events can also boost, or hamper the profit generated from trade. The suggested effects of trade are:

    12.1 The most basical one: the more trade you generate, the better the diplomatic relations between your nations.

    12.2 Trade slowly generate the enemy map: the area around the cities you trade with, and all cities that are inter-linked via trade routes with those cities.

    12.3 If one side posses some technology the other one hasn't, the other side can easier acquire it ( less research points needed ).

    12.4 If one side posses trade tech and the other size doesn't, after one single trade the other side acquire it too.

    12.5 The side that posses a clear technological advantage gets a bonus to trade.

    12.6 Trade as general greatly increase technology output ( more scientificic realtions, diverse cultures originte more ideas, etc. ). Maybe make trade routes produce a small science bonus?

    12.7 Cities with large popultion and food production obtain a small trade bonus: cuisense is a key industry in trade and tourism.

    13. ICS solutions

    The problem of ICS, meaning one city size, has been discussed heavly over the forums. Mainly, the problem relies on the fact that small cities, usally one pop size, are more profitable then large cities, making it un-profitable to spend money on expanding, beyond hampering realism. One, or a few, of the following soultuons could be used:

    13.1 ]Increasing the production ratio of workers at a geomatarical rate. For example, the first pop gives 10 labor, second 20, third 30, etc. So, a 3 pop size city would produce 60 labor, instead of 30. This is fitting to the fact that the level of popultion in real numbers also increase geomatricly. If this incremental increase seems to steep, maybe 10-15-20-25 system is better used.
    Like the above idea, hower increasing trade profit. 1 pop city produce 10 trade, 2 pop city produce 30, etc, etc, etc...

    13.2 The city center tile won't produce anything, just give a +1 food/+1 prod/+1 trade to all surrounding hexes.

    13.3 The effects of specialist ( which are usally only used on large cities ) should be much bigger.

    13.4 You can put several workers on the same tile, but it with reduced effiency ( up to a max of 3 workers per tile ). This will allow big cities to put more people to work, and further increase thier power.

    13.5 The number of popultion that can be put on tiles is city size -1. Meaning, a size 1 city would just work on the city center tile production, size 2 city would only have 1 worker, not 2, etc.

    13.6 The maximum number of production increasing buildings that can be builded is the size of the popultion. So, a size 1 city could only support 1 market/facotry/bank, making bigger cities more profitable.

    13.7 World-wide wonders that give "+1 happy citizen per city" unbalance things in favor or the smaller nations. Maybe it could be replaced by "+10% happy citizens in city".

    14. City management

    This section list all of the changes suggested to the "building" menu in cities, to further increase the ease of control of the player over his empire.

    14.1 Having build queue: up to 5 buildings, one after another.

    14.2 Allow multiple construction at the same time: slider bars share the labor power between various constructions. The maximum amount of items that can be constructed at the same time is either fixed ( 4-5? ), or decided by your city size/tech level/city improvements.

    14.3 Making the goverenor more inteligent, and allow world-wide control over goverenors ( and regions ). Also, allow more fine-controling the goverenors.

    14.4 All production values related to cities should be increased by a factor of 10. Meaning, a farmer produe 20 food instead of 2, and every citizen consume 20 food instead of 2. By increasing the numbers, you allow small bonus to be used ( +10% to food, for example, almost never has any effect in the current system ).

    14.5 The popultion logeritmic scale used in civ II isn't very realistic. For starters, 10 thousand citizens for a starting village/hemlet, mainly in the old days, is way too much. One thousand sounds more reasonable. On the other extream, even the largest cities never tend to reach the size of truly huge cities on modern Earth. Fixing the scale is very needed.

    14.6 Instead of using pop size units in a logertmical scale, use real-life numbers. You then divide the citizens by percentile among the works ( for example, a city has 120,000 people, and 12.1% are working in farming, meaning food production per farmer * 14520 ).

    14.7 Totaly change the way you manage your cities and workers. You build generic buildings like farms, factories, libaries. You then assign work force ( they size of your city ) to the various building in a sort of a slider bar menu. You can then upgrade the buildings as technology increase. The basic output of farms and mines is decided by the surround lands around the city. This system was introduced in Birth of the federation. It's far more realistic: farmers should hardly give any labor or mine output.

    14.8 Trade goods should be a conversion of minerals to goods ( by labor ) and sold automaticly for profit

    14.9 Citizens can either be assigned in tiles, which produce food + resources, on inside the city, which produce labor. One labor + one resource equals one civ I/II build shield. The concept of labor is based by many of the ideas included in the summary. However, it means starting cities would need several workers ( since one would not be able to both mine and build ). Another option is that all workers tend tiles, and automaticly produce X amount of labors ( in this case, make sure you see idea 13.1 ).

    14.10 When building military units, and if your social options allow ( free market ), you may hire them as mercenaries. They require no construction or buying, and they start as veteran, but they cost twice as much to support and are less loyal to you ( easier to bribe them ). Another, more realistic option, that you can't just hire any unit, you have a few offers that will vary along the time.

    14.11 Since shipping items from the frinages of the city in early days was very hard, the external radii of the city ( the outer one ) has a "maximum output" setting that will improve along the years when new city improvements are allowed. For example, a farm can produce 5 food, but since it's the outer frinage it can only produce 3 ( the rest are lost ). Build a warhouse, and it will increase to 4. A highway will raise it once more to 5. Tiles that are conncted by road or river have a +1 to thier maxima. Connection by railroad offer +2.

    14.12 "Rush-buying", meaning buying the rest of the product in a city in a single turn must be limited due to vast un realism. In a resource system, you can only buy the resources and still need to build them by labor. In civ II old system, limiting the buying to only doubling the speed would do it ( produce twice as fast, and buy the difference in shield * 2 every turn ).

    14.13 Citizens that are not assigned into any tile, any have not been yet "specialized", are considered "un-employed" and increase the city unhappiness. Certain key technologies would increase un-employment for a few turns ( like industralazation, robotics, and other economy-changing techs ).

    14.14 Lack of communication for a long period of time can result in a city breaking down and delcaring independance. The further away the city is, the more likely the city will revolt. The following things can decreese the chance: soldier inside the city, trade route connection with your empire, roads that are connected ( by some way ) to your capitol, key buildings and wonders ( like torch-lines ), and technologies ( radio, TV, etc ).

    15. Regions

    The concept of regions it that you are able to "group" several close cities into one shared pool. The amount of cities in the region, and it's maximum size depend on your SE options and your technological level. All the "grouped" cities pool toghter all thier food, resource and labor rating. The food pool first take care of the need of all the cities: any surpless are shared equally by all cities to produce pop growth. The "home" city, either selected or the bigget one, is effecting all the others. All wonders that exist on this city, or buildings, give thier effects to ALL cities in the group. A temple, for example, would reduce 1 unhappy drone in every city, not just his home town. A wonder that only effect him home town will effect all the grouped ones. However, buildings that only exist in the other cities won't effect ANY city, incudling the one with the buildings. Wonders that only effect the home city, and exist on another city then the central one, won't give a bonus to ANY city. However, the support cost of all buildings/wonders in the center city is doubled by the square root of the number of cities. For example, a temple in a 9 city pool would cost 3 times more, while effecting all the cities. Once the grouping is canceled, the support cost returns to normal.
    For limiting the power of regions, it was suggested that only a specific set of buildings give an effect to all cities ( like highways, or stock exchange ), and the other needs to be builded several times ( maybe a nice menu that tells you the number of temples you have, and how many cities you support ). Maybe the buildings that don't effect all the cities generate a bonus regarding on the comparsion of amount/city size. For example, if you have 10 cities and 5 temples, maybe all cities will get a temple bonus, but only 50% of it ( 5/10 ).
    Extra! Another way to implamnt this is by creating "regional command" in the home city. Since "Grouping" can be very powerful, the support cost for the command building should be very big.

    Posters:

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    [This message has been edited by Harel (edited September 01, 1999).]

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