Although I posted this idea before, it was pretty disorganized so I'll make this more clear:
Some of you:
-hate using settlers to move around and build stuff
-like a more complicated trade system
-like a more complicated city management
Guess what? i can solve all of them with my idea =)
Okay, first of all, everything in civII still exists. That means you still build improvements and stuff like that. The difference is now you "zone" the squares around your cities. That's right, zoning, as in SimCity zoning. It costs no money to zone, but what will be important is HOW you zone. The zones develop by themselves, and can be encouraged to grow faster if you put money into the city.
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here are a few basic types of zone I'm thinking of
Residential: Allows population to grow, holds population. Can hold more people if on flat land (plain, grassland)
Farms: Produces food from the terrain, thus allowing population to grow and more people to fill houses. A grassland farm will produce more than say...a plains farm.
Mine: Collects the shields from the terrain. Similar to farms.
Factory: "Blends" the people living in residential and the shields from the mines to make "resource points", which are then put into the units, buildings, wonders. I think that a city should have multiple projects and you can set how many resource points per turn is put into it.
Marketplace: Basically "collects" trade from the terrain. It also collects trade from other cities, which I'm going to talk about later.
Research center: Converts the trade into beakers
Entertainment center: Converts trade into the goblets
Banking center: Converts trade into coins
(This can be bad idea, it's COULD be more simple to just use old trade % thing instead of zoning these centers)
Deversity (and realism) in zoning is encouraged because if an enemy occupies a square that is 100% houses, then suddenly your factories have no workers =).
As you research more advances, zones should upgrade. Exp: huts to apartments, workshops to factories to manufacturing centers. This should be done AUTOMATICALLY, but over time. If you put money into city, the change occurs faster.
Not all the factories you have give resource points to your public project. Depending on the government, a large percentage should be private. However, you can set this rate, but different governments have limits. Communism, for example, can set 10% to private but republic only set 60%. The private factories produce trade goods such as iron, oil, furs. All cities have a market price for selling and buying these trade goods. Prices are random, but things such as city proximity to special resources, trade embargos (need black market), and war. The trading should be done AUTOMATICALLY. Caravans, still exist. If you establish a trade route, you can sell more goods to that city and vic versa, thus making you have more trade.
This is simpler than it sounds. All you set is percentage of private factories and building caravans to frequent trading cities.
**Simple, yet realistic, yet complicated**
Did anyone think of a similar idea before?
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