I have been thinking about some concepts that I think could make cities in civ3 a lot better:
1)Unemployment.
Even if civ3 has the most basic economic model (I am not necessarily asking for a super complicated model) I think unemployment needs to be included. Each city improvement could be assigned a number that represents how many people it can employ. You would add up that number for each city improvement to get the total amount of jobs the city has to offer. If the city's total pop is greater than the total amount of jobs, then there would be unemployment. You would calculate how many people are unemployed by:
unemployed = total pop - total jobs.
SE choices could also influence unemployment.
2) Desirability.
This represents how desirable a city is to live in. A positive desirability rating would boost pop growth (rural pop coming to the city). A negative desirability rating would reduce pop growth.
Desirability would also affect happiness level. A high desirability rating would cause happiness levels to increase, and vice-versa.
Some of the factors that would impact on desirability:
-the wealth of a city. For example, if a city has a gold mine in its city radius, it would get an increase in desirability (gold rush)
-jobs. Unemployement would decrease desirability. If there were more jobs than total pop (job openings), then desirability would increase.
-pollution. it would decrease desirability. A city with no pollution at all would get an increase in desirability. (this would further encourage players to try to eliminate all pollution!)
-barbarians. if barbarians are near a city, desirability would go down.
-security. If a city is very close to a foreign civ who is at war with you AND the city has no city walls or no defense units, it would suffer a decrease in desirability. (fear of being conquered makes city unappealing)
-SE. I suggest that democratic types of gvt should give a boost and totalitarian gvt should decrease desirability, to represent how democracy is more pleasant than dictatorship to live under.
Adding up the pluses and minuses for each factor would give you the desirability of a city. I would suggest a simple range from -10 (horrible city to live in) to +10 (paradise to live in). Last, I would suggest giving newly founded cities a +2 bonus for 10 turns, to represent new opportunity.
3)Loyalty.
This would represent how loyal the citizens are to you. Happiness (among other factors, like military victories) would increase loyalty. Severe unhappiness would decrease it. If loyalty got too low, then the city would rebel for its independance. If loyalty were really high, then there would be a sort of military "golden age". The military units supported by that city would get a combat bonus and the city would support extra units for free. This would last only as long as the loyalty level remained super high.
The loyalty level could be indicated from -10 (rebellion) to +10 (military "golden age).
The in-between levels would serve to calculate how succeptible the city is to bribe. The higher the loyalty level, the harder the city would be to bribe. (I think this would also be a good fix for making bribery less easy than it is in civ2. Just because you have a lot of money should not automatically allow you to bribe another civ's city)
What are your thoughts? opinions?
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No permanent enemies, no permanent friends.
1)Unemployment.
Even if civ3 has the most basic economic model (I am not necessarily asking for a super complicated model) I think unemployment needs to be included. Each city improvement could be assigned a number that represents how many people it can employ. You would add up that number for each city improvement to get the total amount of jobs the city has to offer. If the city's total pop is greater than the total amount of jobs, then there would be unemployment. You would calculate how many people are unemployed by:
unemployed = total pop - total jobs.
SE choices could also influence unemployment.
2) Desirability.
This represents how desirable a city is to live in. A positive desirability rating would boost pop growth (rural pop coming to the city). A negative desirability rating would reduce pop growth.
Desirability would also affect happiness level. A high desirability rating would cause happiness levels to increase, and vice-versa.
Some of the factors that would impact on desirability:
-the wealth of a city. For example, if a city has a gold mine in its city radius, it would get an increase in desirability (gold rush)
-jobs. Unemployement would decrease desirability. If there were more jobs than total pop (job openings), then desirability would increase.
-pollution. it would decrease desirability. A city with no pollution at all would get an increase in desirability. (this would further encourage players to try to eliminate all pollution!)
-barbarians. if barbarians are near a city, desirability would go down.
-security. If a city is very close to a foreign civ who is at war with you AND the city has no city walls or no defense units, it would suffer a decrease in desirability. (fear of being conquered makes city unappealing)
-SE. I suggest that democratic types of gvt should give a boost and totalitarian gvt should decrease desirability, to represent how democracy is more pleasant than dictatorship to live under.
Adding up the pluses and minuses for each factor would give you the desirability of a city. I would suggest a simple range from -10 (horrible city to live in) to +10 (paradise to live in). Last, I would suggest giving newly founded cities a +2 bonus for 10 turns, to represent new opportunity.
3)Loyalty.
This would represent how loyal the citizens are to you. Happiness (among other factors, like military victories) would increase loyalty. Severe unhappiness would decrease it. If loyalty got too low, then the city would rebel for its independance. If loyalty were really high, then there would be a sort of military "golden age". The military units supported by that city would get a combat bonus and the city would support extra units for free. This would last only as long as the loyalty level remained super high.
The loyalty level could be indicated from -10 (rebellion) to +10 (military "golden age).
The in-between levels would serve to calculate how succeptible the city is to bribe. The higher the loyalty level, the harder the city would be to bribe. (I think this would also be a good fix for making bribery less easy than it is in civ2. Just because you have a lot of money should not automatically allow you to bribe another civ's city)
What are your thoughts? opinions?
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No permanent enemies, no permanent friends.
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