Preach on, cyclotron!
Gary
Gary
quote: What do labor points do? They determine how fast you can build units. |
quote: What do "basic" resources do? They determine how fast you build units, too. |
quote: A nation with only a limited supply of a common resource will only get so many resources per turn, so this will limit how many units they can build as well. |
quote: What I am saying is that they both accomplish the same thing: |
quote: so it is better and less confusing to combine common resources with labor points |
quote: This makes no changes to your strategic resource system. |
quote: Pre-modern merchants can be replaced by corporations and the private sector which are the true form of open market for any nation. |
quote: I like the labor points idea. Here is how i think they should work. In any given city near the begining of the game half the pop in farming (working grass or plains squares would be plenty for food and growth) maybe 1/4 would be mining for resources and the other 1/4 would be labor. Assuming that it was a size 10 city 3 units would be for labour. The laborer starting out would produce about 10 labor. Thus 3 workers =30 labor a turn. Later in the game you could have better laborers assuming they are suplied with certain commodities as in imperialism. trained workers produce 20 labor but require certain luxuries. But they also cost a good deal more money thus making gold more important. It would be difficult to support a well trained workforce unless you have allot of income. Also later you could build factories and mills like you do farms that would increase labor points. Thus i worker working in a square with a factory would produce 50 labor but nothing else in that square. Also i believe later the gov. should have a greater bearing on support. Instead of just shield like in other games you must pay your soldiors also making gold more important and making trade more important. |
quote: Throughout human civilization, people have had a choice, in both trading and other matters. |
quote: I don't even know what you're talking about. My argument is not semantic (as yours appears to be); I am concerned with the idea that a large, global open market would not apply to any time before modern ones. Before there is technology to sufficiently reduce transaction costs, you simply can't buy stuff from anywhere in the world, as you would do in a panglobal open marketplace. |
quote: I realize that this was the topic from another thread, |
quote: In the current system (yes, the shields system), the "citizens" working the land are not only working the land. It is implied that they are helping out to manufacture things in the city area. |
quote: If you want this laborer specialist, you would need to either increase the food production of land squares (to support extra specialists), or decrease the food needs of citizens. |
quote: The end result would be nearly precisely the same as the shields system. |
quote: But we need some form of trading entities that are not bound by any nations. Disagree? |
quote: Field workers gathering resources and engaing in industry at the same time? come on. |
quote: Colonisation took the former approach(increased food production)and the system worked well. |
quote: Why? I don't see any similarity between the two system. |
quote: Of course I disagree, that's what I've been saying. If you want a mandatory resource system, then such a form is required. However, as I've said before, such an open market is incredibly anachronistic for nearly any time period before Wall Street. |
quote: all those little people in the city view represent more than one person. |
quote: That labor is implicitly divided by the game already. |
quote: The raison d'etre of colonies is trade. The game (before the revolutionary war) is basically a trans-Atlantic trade simulation. Civ3 should not be. |
quote: working the fields" and they produce 8 food, 6 shields, and 6 trade, it's no different from 2 "farmer specialists producing 4 food each, and two "laborer" specialists each producing 3 shields (or your "labor point" equivalent), |
quote: I don't think there should be any feature of the game where you can buy resources from anyone at any time. |
quote: there was no way to easily transport thousands of tons of resources from one place to another! |
quote: The reason ICS works in Civ2 is because cities start out with one more worker than population, so it is more efficient to have two cities with one population than one with 2 population. |
quote: Please, explain why. |
quote: There were many ways and "how easy it is" is not important because of the fact that it gets easier whenever a superior technology comes out. |
quote: Just think about how many resource carrying cargo ships Japan has right now. |
quote: So we need to give more bonus to network of highly developed cities over small size cities with no infra. |
quote: we would have to be talking about thousands of tons of product to move |
quote: that "mighty transportation capability" does not exist until modern times. |
quote: Lots of successful civilizations didn't have networks of highly developed cities. With their aggressive colonization, the Greeks played ICS. Their primary cities weren't that big, after all. We tend to think of civilizations without strongly developed urban life as "backward", because those ideas apply to the times in which we live. The Dutch Republic was a leader in Early Modern Europe, and they had no really big cities. They were just a collection of "towns". ICS should be just as valid a strategy as any other; no more, no less. |
quote: There you go again! The "mighty transportation capability" was there all the time. Athenian,Egyptian and Roman merchant fleets are the ones. Don't even tell me another "thousands of tons" thing here too. Everything is relative and at the Ancient Greeks' point of view, their fleets were capable of carrying what they want carry and that's important. |
quote: I don't think a small amount will do the job. When you're talking about building "legion" military units, that's a great deal of iron. |
quote: that a "world market" system where you can just buy stuff from anybody is unrealistic. |
quote: The Athenians, Egyptians and Romans did have merchant fleets, but they had to build them. They had to invest considerable amounts of resources in creating and maintaining them. |
quote: It's just like having to build lots of ships, and making lots of caravan units, not just buying your resources from some screen, a third party open market. |
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