I'll give a summary of my region/city/production/growth/terrain ideas as an integrated system.This system encompasses villages, regions, split labour and resources, fractional pop growth, and is intended to be used with CLAS-D combat.
CITIES
Cities represent the industrial, economic, population and military centres in a nation.
All citizens in cities are some form of specialist, even if it is "serf."
All economy and labour are produced in cities. All population growth occurs in cities.
All food and resources are produced in villages. Villages are population points that have been moved from the cites to surrounding tiles. Villages use some food to support themselves, and send the rest of the food and all resources to the region, to be distributed among the cities.
Labour is the work needed to build things. It must be used immediately.
Resources are what things are built out of. They can be stored. Stores of resources and surluss food "decay" at a rate governed by SE and structures and tech. 5 to 20 % a turn, to prevent loopholes that would alow people to stave off sieges indefinatly. You can only stave off a siege as long as your food and resources hold out.
Cities would get a happyness bonus depending on how many turns worth of food are stored. If there is a shortfall happiness takes a big penalty. In a siege a city surrenders when it would have food riots. Cities under siege are considered a region of one city and no villages.
This is the "village system model." It requires approximately 2 times as many population points as normal. You set a ratio of village to city for each region, and the new population is divided between the two areas. You can set "flags" to tell where you want new villages to form, or let the AI do it.
REGIONS
A region is a area that can easily share resources...
In ancient times a region would be approximately the size of a current city.
As time progresses the size increases in both number of cities and land area allowed.
A city sized region using these rules will be very similiar to a current city.
In a region is based on with cities it includes. Borders are drawn between regions. All villages in the region pool their resources and excess food. Efficiency depends on tranportation infrastructure. The food is distributed to all cities on a need basis, extra is used to increase happiness, (and thereby population growth). Resources are stored in cities, but the actual location only matters when regions are redrawn or cities captured.
Each city has to have its own structures, with a few exceptions (stock exchanges).
In the regional menu there are four catergories where all labour from the region can be divided. All building is done by the regional menu. Details can be found on the layout can be found earlier in this thread. There are some limits based on SE choices. Resources are used for building as needed and available.
Resource uses are:
WONDERS: Only one wonder can be produced at a time. The location is set when building is started.
CAPITALIZATION: The Labour --> Money rate depends on SE and economic structures in the region. Resources can be sold independently of cities, or traded.
UNITS: Labour is used to build units. All new units are placed in reserve, and can be "deployed" the same turn. Explained later.
The units list is a build queue. Items can be directly added or the AI can build a list based on priorities you assign each unit type. The priority of a unit is a ratio of how many of that type to build to how many of each other type. If armour has priority 3 and mech inf 2, then 3 armour will be built for every 2 mech inf, over the long term.
IMROVEMENTS: Similiar to units. When all cities in a region have a structure the priority is counted as 0, so no more are built. The destination city is chosen by the AI, and can be changed by the player.
VILLAGE PLACEMENT
Villages can only be established adjacent to existing ones and within your borders.
Borders only extend into shallow water, usually 1 square, or 2 max.
Coastal villages, while really on land are represented at sea in a coastal square. Ships can only attack coastal villages, only the one that is represented by the square they are on.
MOVING VILLAGES
moving a village takes as long as it does to 'deploy' a unit. In this time no resources are produced, but it feeds itself.
DEPLOYMENT
All new units are placed in the reserves. Other units can be sent there also. Each turn you can deploy units to cities/bases/certain ships in the region. You can also send units to other region's deploy lists. The units cannot defend or be used until the next turn, but can be destroyed. Units in the reserve list cost less to maintain than deployed troops. This is the only way to move air and missile units.
Terraform units can normally only build forts, bases, and other transport and military TI's. When they are placed in the reserves they can build farms, irrigation, mines and other economic, terraforming and transport TI's, anywhere within the region. This prevents players from using their former types anywhere not near their population, except as combat engineers. It also makes them less vulnerable to airstikes. They still can take damage when cities are hit.
POPULATION
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 growth rates to be expressed 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. To simulate casualties of war, lose 0.001 pop per HP lost by units supported by the region.
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 growth of 40 turns.
Population is recorded as fractional points, but it is easy to convert that to a real pop number.
The formula:
Actual population = 5000 x (population points + 0.5)^2 - 1250
This formula follows the civx model exactly for whole numbers, and can give good values for fractional numbers.
Effects on population growth. All numbers are arbitrary and should vary depending on SE choices and tech. This system is desigened to be compatible with the idea of villages.
I have made use of a "happiness 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%
Happiness : + 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 happiness - civ happiness) / Y. Y depends on SE and the overall level of transportation available. In cty immigation tends to have larger volume than between civs.
between civs migration = (city happiness - world happiness) / Z. Z depends on SE and transport of all players. For this calculation government types can influence the happiness 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)
TERRAIN
First step is determine the form of the terrain. Form never changes during the course of the game.
These are:
Deep ocean
Ocean shelf
Glacier
Mountain.
Flat
Hills
Major Rivers
Navigable rivers cannot be in hills, so to keep things simple they will be their own landform. Otherwise it is basically the same as flat.
Flat terrain gives a food bonus, hills have a defensive bonus and allow mines.
Vegetation:
Vegetation can only be applied to the last 3 landforms. The first 4 do not support vegetation types.
Plains
Grassland
Taiga (Evergreen Forest)
Boreal Forest
Rain Forest
Tundra
Desert
Swamp
Combinations to note:
hill + grasland = plateau
river + grassland = flood plains, the most fertile standard terrain type.
flat + grassland = no irrigation reguired.
taiga + hills = shield, like the canadian shield or siberia. This is the best resource producing terrain.
swamp + hills, acts as fresh water lakes, these cannot be changed to anything else. (just as a place keeping way of programming it)
Landform cannot be changed by your engineers.
Vegetation can.
Allowable changes:
Grassland <--> Boreal Forest
Taiga <--> plains
Swamp --> Grassland
Jungle --> Plains
Irrigated desert acts like Plains.
Irrigated plains acts like Grassland.
Tundra can't be changed to anything else.
Terraforming model.
Economic TI's are auto built by enginners in cities. A former type unit is fortified in a city. While it is there, it can automatically build farms and mines as well as changes the vegetation in friendly squares. You can change the terrain view mode "T" and click on squares to set their priority and change preffered. If villages are used, can only do squares surrounding friendly villages and cities. Squares do not have to be near the city the engineer is in, just connected by roads, or in the same region.
Engineers outside of cities act like normal civX, but they cannot build farms/mines. (to prevent building away from your pop centres). When acting this way they can build paths (along with most millitary units) as well as Roads, highways and RR, and military TI's
Nothing can be built on deep ocean/glaciers.
military TI's:
Bases act as both fortress and airbase, coastal bases can have ships enter as well. Units can be 'deployed' to bases.
Forts act as a scout unit and stop the first enemy unit to step on it. also offer some defense bonus.
Sonar acts as a fort in the water.
economic TI's:
Farms / modern farms, built on any plains, grassland or desert.
irrigation, built on desert or plains, makes it act as the next stage better, without changing it.
mines / modern mines, built on any hills or mountains. Farms can also be built if it is a grassland/plains square.
fisheries can only be built in continental shelf, which usually only extends one square from land, but sometimes more.
transport TI's:
Paths, built by and most military units as well, MP/2 move
Roads, MP/4 move, and give a trade bonus (and allow resource sharing) when connecting cities.
Highways, modern roads, MP/8 move, more resource sharing.
Rail-roads, MP/8, take 50% longer than highways to build, but enemy units act as if on path (or road?) when using.
Tunnels, connect two squares of land under a shallow ocean square. Allows land units to cross water.
Canal, connect two ocean squares over flat land. Can connect a city on a river to the sea if 1 square away.
When a unit enters a tunnel/canal it uses 1 full MP and goes directly to the other side, units cannot rest in a tunnel/canal. Both can only be used by the owner. Neither can be pillaged by sea units.
A tunnel is built by having an engineer on each end of the desired location. Both then build the tunnel. To use you press a key.
COMMENTS
The idea behind this is to make the economic model have a more accurate and flexible representation, but mostly invisibly. Regions attampt to reduce micromanagement.
CLAS-D, which this is intended to be used with, attempts to to the same for combat.
------------------
Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark