A new way has to be set up for determining how large a city gets. CIV3 does not allow importing of food and every city can have a huge industrial base.
The Roman empire received over half of it's grain from Egypt for example.
For instance, NYC in no way grows enough food to feed itself and must have imports, which do cost money.
Perhaps it would need to be a available jobs thing.
I know that Detroit's population exploded during WWII because of all the jobs being created and many people left when the auto industry spread out around the world.
Detroit's population is less than 2/3 of what it once was.
Total population should not be determined by available food, but if enough food is not available, it will cause massive discontent.
High unemployment would make war weariness lower while low unemployment would make your population not want to go to war.
Instead of capitalization, a option of "nothing" should be available, that would redirect resources to whatever the population wanted and allow higher moral.
We know that better educated people tend to have less chidren, perhaps higher education would slow population growth.
This would cause wars over land to grow crops on and make food a valuable export in later stages of the game, as well as a foreign policy tool.
Another thing.
Perhaps a switch to allow/not allow trade with a foreign power.
This would allow private owners of luxury/strategic resources to sell them to other powers.
You should be able to stop one item while allowing others or coarse.
This would replace something from the diplomatic screen, except for asking for permission for the selling to commence.
I would like to see wheat to either dissappear or be allowed to be planted in new areas.
Gold should be worth a WHOLE lot more than it is and be far more rare.
Whole civilizations have been built on gold and in the game it is just another minor item that you can either have or not and be ok.
Some items should dissappear if the terrain is altered, like wild game for instance.
Thats all for now, let the comments commence......
The Roman empire received over half of it's grain from Egypt for example.
For instance, NYC in no way grows enough food to feed itself and must have imports, which do cost money.
Perhaps it would need to be a available jobs thing.
I know that Detroit's population exploded during WWII because of all the jobs being created and many people left when the auto industry spread out around the world.
Detroit's population is less than 2/3 of what it once was.
Total population should not be determined by available food, but if enough food is not available, it will cause massive discontent.
High unemployment would make war weariness lower while low unemployment would make your population not want to go to war.
Instead of capitalization, a option of "nothing" should be available, that would redirect resources to whatever the population wanted and allow higher moral.
We know that better educated people tend to have less chidren, perhaps higher education would slow population growth.
This would cause wars over land to grow crops on and make food a valuable export in later stages of the game, as well as a foreign policy tool.
Another thing.
Perhaps a switch to allow/not allow trade with a foreign power.
This would allow private owners of luxury/strategic resources to sell them to other powers.
You should be able to stop one item while allowing others or coarse.
This would replace something from the diplomatic screen, except for asking for permission for the selling to commence.
I would like to see wheat to either dissappear or be allowed to be planted in new areas.
Gold should be worth a WHOLE lot more than it is and be far more rare.
Whole civilizations have been built on gold and in the game it is just another minor item that you can either have or not and be ok.
Some items should dissappear if the terrain is altered, like wild game for instance.
Thats all for now, let the comments commence......
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