I came up with a concept for civ3 called ECONOMIC GROWTH. It would represent how well your economy in each city is doing. The number of factors used to compute economic growth could be as many or as few as possible depending on whether you wanted a complex or simple economic model.
One advantage of this concept is that it summarizes all the different aspects of an economy into one number. Instead of giving the player a dozen different statistics which would be very confusing, the player would just get the economic growth for each city as a percentage number (ie 3%, 4% , -2% etc) it would be very intuitive: the higher the number the better your economy is doing, a negative number of course would mean that your economy is doing very badly. So, it would be easy for the player to interpret.
ECONOMIC GROWTH would have two main affects on gameplay:
1) affects tax revenue.
supposing a constant tax rate, your tax revenue your increase every turn by the percentage of economic growth. Naturally, a positive number means that your tax revenue would increase, a negative number means it would decrease.
2) city growth.
each city would grow at the rate of economic growth. In concrete terms, it means that a city would automatically build city improvements in the different areas (agriculture, industry, etc) at the same time at the rate of economic growth. I want to make it clear that city growth means multiple city improvements would be built simultaneously at the rate of economic growth. Furthermore, this model implies that a city would build more than one of each city improvements. Large cities would have several banks, several market places, etc. Specifically, say a temple requires 500 points to be constructed. The game would add points at the rate of economic growth. When it reached 500, a new temple would be complete. In the case of negative economic growth, the temple starts at 500 and loses points by the rate of economic growth. When it reaches 0 points, the temple would be disbanded. Again, naturally, a positive economic growth would mean that new improvements would be built, a negative number would mean that improvements would eventually disband.
Don't worry, the player would still control the city. There would still be a build queue to build city improvements. it's just that city growth would be in addition to it. In other words, cities would grow by a build queue AND economic growth. I think this would really help micromanagement as well as povide a sort of economic model for civ3. For example, a negative number would represent a recession.
Tax rate for each city would be one of the factors that would influence ECONOMIC GROWTH.
The lower the tax rate, the higher the economic growth would be. This would allow a new strategy: if you had a city you just built that was still samll and struggling, you could set the tax rate to just that one city to 0% and watch it grow faster and catch up with your already devellopped cities.
Please ask me any questions if there is something that you don't understand, that you feel I did not explain properly. And, tell me if you like the concept. I feel it would implement a nice economic model and would alleviate micromanagement.
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No permanent enemies, no permanent friends.
One advantage of this concept is that it summarizes all the different aspects of an economy into one number. Instead of giving the player a dozen different statistics which would be very confusing, the player would just get the economic growth for each city as a percentage number (ie 3%, 4% , -2% etc) it would be very intuitive: the higher the number the better your economy is doing, a negative number of course would mean that your economy is doing very badly. So, it would be easy for the player to interpret.
ECONOMIC GROWTH would have two main affects on gameplay:
1) affects tax revenue.
supposing a constant tax rate, your tax revenue your increase every turn by the percentage of economic growth. Naturally, a positive number means that your tax revenue would increase, a negative number means it would decrease.
2) city growth.
each city would grow at the rate of economic growth. In concrete terms, it means that a city would automatically build city improvements in the different areas (agriculture, industry, etc) at the same time at the rate of economic growth. I want to make it clear that city growth means multiple city improvements would be built simultaneously at the rate of economic growth. Furthermore, this model implies that a city would build more than one of each city improvements. Large cities would have several banks, several market places, etc. Specifically, say a temple requires 500 points to be constructed. The game would add points at the rate of economic growth. When it reached 500, a new temple would be complete. In the case of negative economic growth, the temple starts at 500 and loses points by the rate of economic growth. When it reaches 0 points, the temple would be disbanded. Again, naturally, a positive economic growth would mean that new improvements would be built, a negative number would mean that improvements would eventually disband.
Don't worry, the player would still control the city. There would still be a build queue to build city improvements. it's just that city growth would be in addition to it. In other words, cities would grow by a build queue AND economic growth. I think this would really help micromanagement as well as povide a sort of economic model for civ3. For example, a negative number would represent a recession.
Tax rate for each city would be one of the factors that would influence ECONOMIC GROWTH.
The lower the tax rate, the higher the economic growth would be. This would allow a new strategy: if you had a city you just built that was still samll and struggling, you could set the tax rate to just that one city to 0% and watch it grow faster and catch up with your already devellopped cities.
Please ask me any questions if there is something that you don't understand, that you feel I did not explain properly. And, tell me if you like the concept. I feel it would implement a nice economic model and would alleviate micromanagement.
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No permanent enemies, no permanent friends.
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