The current oddity in specializing cities is that all cities must provide all of their own food. This is quite unlike reality where, in the US, food travels a great distance (food eaten in chicago travels an average distance of over 1,500 miles!)
As such I think a mod to simulate this is in order. I plan on making this mod, but the exact mechanics of it I haven't decided upon yet. I was hoping a discussion might flesh things out a bit.
On the simplist level food is going to be gathered up and distributed in some manner. There are a few ways to do this.
1. Some food stays in the city where it is made and some other food is "drawn away" to other cities according to some mechanism.
2. All food generated everywhere is pooled together. Then this food is divied up somehow.
3. Each city has a radius in which its food can spread to other nearby cities. As technology progresses this radius increases (this is somewhat similar to 1).
As for how food is allocated I have some ideas, but I am not sure which is best.
1. Food is allocated to cities based on trade those cities generate. As in real life cities bustling with trade tend to grow fastest. This probably wouldn't be linearly proportional to trade (given how some cities can produce very little trade). Cities would shrink and grow based on how much trade they generated relative to the rest of the civilization (so a new trade city might draw food, and hence population, away from other cities).
2. Food is allocated based on trade and production. The more trade or production a city has, the more food it will draw. Like 1, but more supportive of cities devoted to industry.
3. Like 1 or 2, but also allow a mechanism to manually adjust food intake in a city. This will probably require a certain technology or civic to use of course.
4. Use a combination of 1 and 2, depending on the civics selected.
This of course leads the problem of producing food. Traditionally food production has become more and more efficient, to incrediable degrees, as time has passed. As such a "realistic" food producing city should have a relatively small population. There are a few ways to handle this.
1. One way to handle this is to make a "farmer specialist". This specialist acts as 2 or more working citizens, but these "virtual citizens" only work farmed tiles (or perhaps only gather food). This way in the modern era a population of 6 or so might be able to work all the tiles around a city (assuming they are all farming tiles). This encourages stretches of farmed land of course, which is how things often are.
2. Another method of the farming specialist, but have him work a smaller number of tiles (still probably more than 1), but increase how much food is generated from those tiles. This could probably be handled simply by using 1 and having higher yeilds modded in based on technological gains.
3. Simply having a farming specialist increase total food production from a city by some percentage. This has the disadvantage of encouraging large farming cities however.
4. Use the "crawler" mod being made by PJayTycy to make "farmers". This unit can be sent to a region with a farm and farm it (sending the food either to the nearest city or to the civilization stockpile depending on which implementation is chosen above). Potentially it could be given the ability to make farms as well (like a worker, but only farms). This makes farming "free" in terms of population and would be at least an industrial tech as such, I think.
5. Some combination of 4 and the "farmer specialist".
Thoughts on the best way to go?
-Drachasor
As such I think a mod to simulate this is in order. I plan on making this mod, but the exact mechanics of it I haven't decided upon yet. I was hoping a discussion might flesh things out a bit.
On the simplist level food is going to be gathered up and distributed in some manner. There are a few ways to do this.
1. Some food stays in the city where it is made and some other food is "drawn away" to other cities according to some mechanism.
2. All food generated everywhere is pooled together. Then this food is divied up somehow.
3. Each city has a radius in which its food can spread to other nearby cities. As technology progresses this radius increases (this is somewhat similar to 1).
As for how food is allocated I have some ideas, but I am not sure which is best.
1. Food is allocated to cities based on trade those cities generate. As in real life cities bustling with trade tend to grow fastest. This probably wouldn't be linearly proportional to trade (given how some cities can produce very little trade). Cities would shrink and grow based on how much trade they generated relative to the rest of the civilization (so a new trade city might draw food, and hence population, away from other cities).
2. Food is allocated based on trade and production. The more trade or production a city has, the more food it will draw. Like 1, but more supportive of cities devoted to industry.
3. Like 1 or 2, but also allow a mechanism to manually adjust food intake in a city. This will probably require a certain technology or civic to use of course.
4. Use a combination of 1 and 2, depending on the civics selected.
This of course leads the problem of producing food. Traditionally food production has become more and more efficient, to incrediable degrees, as time has passed. As such a "realistic" food producing city should have a relatively small population. There are a few ways to handle this.
1. One way to handle this is to make a "farmer specialist". This specialist acts as 2 or more working citizens, but these "virtual citizens" only work farmed tiles (or perhaps only gather food). This way in the modern era a population of 6 or so might be able to work all the tiles around a city (assuming they are all farming tiles). This encourages stretches of farmed land of course, which is how things often are.
2. Another method of the farming specialist, but have him work a smaller number of tiles (still probably more than 1), but increase how much food is generated from those tiles. This could probably be handled simply by using 1 and having higher yeilds modded in based on technological gains.
3. Simply having a farming specialist increase total food production from a city by some percentage. This has the disadvantage of encouraging large farming cities however.
4. Use the "crawler" mod being made by PJayTycy to make "farmers". This unit can be sent to a region with a farm and farm it (sending the food either to the nearest city or to the civilization stockpile depending on which implementation is chosen above). Potentially it could be given the ability to make farms as well (like a worker, but only farms). This makes farming "free" in terms of population and would be at least an industrial tech as such, I think.
5. Some combination of 4 and the "farmer specialist".
Thoughts on the best way to go?
-Drachasor
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