I think we can divide ICS into three sub-problems:
1) eternal expansion
To solve this problem I want to propose my own version of the "bureaucracy points" idea. It involves an administration costs. Put simply, each city (the capital city would be exempt), proportional to its population, would require a certain amount of money to be paid from the national budget. This administration cost would vary depending on the government type. The more totalitarian your gvt was, the higher the administration costs would be. Expansion should not be impossible but it would require careful planning. Also, administration costs would simulate managing an empire pretty well, so it would deal with the discussion about how to portray the rise and fall of empires. If you could not pay the cost for a city, that city's loyalty would decrease until you resumed payment or it would eventually revolt and declare independance.
(note: the specific amount for the administration cost could easily be changed by the user in a .txt file. You could increase it to make expansion harder, if you wanted a challenge, or even set the cost at 0 to "turn off" this rule)
The main advantage of this idea is that it is fairly easy to implement since it is similar to the maintenance cost for city improvements. And, it simulates empire management pretty well.
2) small cities being better than large ones.
The simplest way to make a village less "useful" than a larger city is through an accurate pop growth method. Let's say for example that each "farmer" citizen produces enough food for 1.5 citizens. This means that 2 farmers produce food for 3 citizens. This would mean that a city of pop 3, would have two citizens producing food and one citizen free to do something else (like building a city improvement). But a city of pop 2 could only produce food. Therefore, under this example, a city of 2 or less pop would be unable to produce things until it grew. So for example, 12 cities of pop 1 could only produce food for themselves, compared to 1 city of pop 12 which would have 4 citizens free to build something or wage war. So, a player would want to build up the population rather than just settle new cities. Especially that you could only send out a new settler once you had a "free" citizen. So, with the previous example, only a size 3 city could send out its first settler.
The number of people that one citizen could feed would increase with certain technologies. it might be 1.2 for example at the beginning of the game but in modern times it might 3.5 (one "farmer" citizen can feed 3.5 citizens). Like in reality, in modern times the percentage of your pop that has to produce food for the rest would be smaller and smaller.
3) supporting units
It has been said before but I think a unit should require food, gold and shields as support, not just shields. This is a realistic limit on unit production. Furthermore, the number of units a city can support should be limited by the total pop. How can a city have a larger army than its total population ?!
last, I think that disease should definitely be modeled in civ3. It could be a random event.
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No permanent enemies, no permanent friends.
[This message has been edited by The diplomat (edited February 27, 2000).]
1) eternal expansion
To solve this problem I want to propose my own version of the "bureaucracy points" idea. It involves an administration costs. Put simply, each city (the capital city would be exempt), proportional to its population, would require a certain amount of money to be paid from the national budget. This administration cost would vary depending on the government type. The more totalitarian your gvt was, the higher the administration costs would be. Expansion should not be impossible but it would require careful planning. Also, administration costs would simulate managing an empire pretty well, so it would deal with the discussion about how to portray the rise and fall of empires. If you could not pay the cost for a city, that city's loyalty would decrease until you resumed payment or it would eventually revolt and declare independance.
(note: the specific amount for the administration cost could easily be changed by the user in a .txt file. You could increase it to make expansion harder, if you wanted a challenge, or even set the cost at 0 to "turn off" this rule)
The main advantage of this idea is that it is fairly easy to implement since it is similar to the maintenance cost for city improvements. And, it simulates empire management pretty well.
2) small cities being better than large ones.
The simplest way to make a village less "useful" than a larger city is through an accurate pop growth method. Let's say for example that each "farmer" citizen produces enough food for 1.5 citizens. This means that 2 farmers produce food for 3 citizens. This would mean that a city of pop 3, would have two citizens producing food and one citizen free to do something else (like building a city improvement). But a city of pop 2 could only produce food. Therefore, under this example, a city of 2 or less pop would be unable to produce things until it grew. So for example, 12 cities of pop 1 could only produce food for themselves, compared to 1 city of pop 12 which would have 4 citizens free to build something or wage war. So, a player would want to build up the population rather than just settle new cities. Especially that you could only send out a new settler once you had a "free" citizen. So, with the previous example, only a size 3 city could send out its first settler.
The number of people that one citizen could feed would increase with certain technologies. it might be 1.2 for example at the beginning of the game but in modern times it might 3.5 (one "farmer" citizen can feed 3.5 citizens). Like in reality, in modern times the percentage of your pop that has to produce food for the rest would be smaller and smaller.
3) supporting units
It has been said before but I think a unit should require food, gold and shields as support, not just shields. This is a realistic limit on unit production. Furthermore, the number of units a city can support should be limited by the total pop. How can a city have a larger army than its total population ?!
last, I think that disease should definitely be modeled in civ3. It could be a random event.
------------------
No permanent enemies, no permanent friends.
[This message has been edited by The diplomat (edited February 27, 2000).]
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