I would keep the exact same city model in civ2, except for 2 things:
1) No happy and unhappy "heads".
2) "heads" would no longer work the city radius.
Here is how things would work instead:
1) each city would have a happiness number from -10 to +10. negatives numbers would slow down production and there would be a chance of unrest. positive numbers would increase production. (see "important city concepts" thread for more details)
2)"heads" would be in 2 categories:
-"peasant" (produce resources)
-"noble" (work certain city improvements)
The city radius would determine the MAXIMUM amount of food/shield/trade a city could produce. You would add up every tile, as if every tile were worked, to get the max amount of resources. The SE industry factor would modify this maximum.
Each "peasant" head would produce a certain amount of food/shield/trade. (for example, maybe each "head" would produce 3/4/3) Happiness would modify it. Adding up every "peasant" head would determine the ACTUAL amount a city produces.
Some city improvements like bank, temple
, university, stock exchange etc... would require a "noble" head.
City improvements like barracks, granary, aqueduct etc... would not require a "noble".
The computer would automatically convert a "peasant" into a "noble" for each city improvement that requires it. (a city would require at least one "peasant")
This model reduces micromanagement since you no longer have to micromanage the heads in the city radius. And this would also help the AI.
It also addresses ICS: by requiring a "noble" head for certain city improvements it would make large cities better than small ones.
Any thoughts, ideas?
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No permanent enemies, no permanent friends.
[This message has been edited by The diplomat (edited July 13, 2000).]
1) No happy and unhappy "heads".
2) "heads" would no longer work the city radius.
Here is how things would work instead:
1) each city would have a happiness number from -10 to +10. negatives numbers would slow down production and there would be a chance of unrest. positive numbers would increase production. (see "important city concepts" thread for more details)
2)"heads" would be in 2 categories:
-"peasant" (produce resources)
-"noble" (work certain city improvements)
The city radius would determine the MAXIMUM amount of food/shield/trade a city could produce. You would add up every tile, as if every tile were worked, to get the max amount of resources. The SE industry factor would modify this maximum.
Each "peasant" head would produce a certain amount of food/shield/trade. (for example, maybe each "head" would produce 3/4/3) Happiness would modify it. Adding up every "peasant" head would determine the ACTUAL amount a city produces.
Some city improvements like bank, temple
, university, stock exchange etc... would require a "noble" head.
City improvements like barracks, granary, aqueduct etc... would not require a "noble".
The computer would automatically convert a "peasant" into a "noble" for each city improvement that requires it. (a city would require at least one "peasant")
This model reduces micromanagement since you no longer have to micromanage the heads in the city radius. And this would also help the AI.
It also addresses ICS: by requiring a "noble" head for certain city improvements it would make large cities better than small ones.
Any thoughts, ideas?
------------------
No permanent enemies, no permanent friends.
[This message has been edited by The diplomat (edited July 13, 2000).]
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