Hi Guys,
A lot of messages have discussed the issues of population modelling and specialists. I'd just like to bring all of my ideas on these subjects together in this thread, and I'd like to know what people think.
1) Specialist Cost: On the regional interface you should have a screen showing the total number of bushels in your empire and a second screen showing your total population (in points or "Heads"). You can then convert this population to a variety of specialists at a cost in "Bushels". You only get these bushels back when to turn them back to general population.
2) Specialist Functions:
Entertainers: Improve happiness, enhance effectiveness of theatres etc.
Labourers: Improve production.
Clerics: Allow construction of Religious units (Crusaders, missionaries), and increase effectiveness of religious improvements.
Scientists: Improve research.
Merchants: Make financial improvements more effective.
Capitalists: Reduce cost of fast tracking improvement/wonder construction.
Soldiers: Effects the maximum number of military units you can produce.
Represents both your nations "Recruiting Power" and the actual number of people in the "Chain of Command" (generals, joint-chiefs etc.)
Slaves: Captured Labour (lower bushel cost than Labourers). Can be obtained by destroying an enemy unit (1 in 10 chance per unit), capturing enemy specialists (and converting them to slaves) or by using a Slaver unit.
3) Capturing and Trading Specialists:
When you capture a city, you can capture their specialists as well, you can use them just like other specialists. Until they're assimilated into your culture, however, they can pose a threat to your cities! You can also trade specialists with other Civs-especially slaves (at no intial Bushel cost!)
4) Influence of Specialists on society:
The proportion of each specialist type in your Empire should have a direct relationship on their base "Influence" on your Nation. This base influence would be modified by Government type, your own preference and how "Democratic" your nation is. Basically, when you make major decisions, they might have a chance of Stopping you. You can try to override them, but this will make them unhappy, but you should also be able to negotiate with them to get your way (like the factions in SMAC), adding a new element to the game. The type of Specialists, and their proportion within your society, should also effect how much damage they can do if they're unhappy (labourers can revolt or slow production, Soldiers can stage a coup and merchants can restrict cash-flow!) Suddenly you've got to think of your people when you make decisions. They might also be able to use their influence to make you do things (like change government!)
5) Period-Specific Specialists:
Lastly, some specialists might change their name under different governments or eras. The best example of this is the Nobility: I think they should replace soldiers in Feudal governments. This reflects their level of influence in such governments, but also reflects the fact that they are a key factor in how many troops a Feudal government can raise!
Anyway, I expect to get flamed for some of what I have said above, but I also hope to hear some positive comments. Regardless, all comments will be accepted. Thankyou.
The_Aussie_Lurker.
P.S: I also apologise for the length of this post!
A lot of messages have discussed the issues of population modelling and specialists. I'd just like to bring all of my ideas on these subjects together in this thread, and I'd like to know what people think.
1) Specialist Cost: On the regional interface you should have a screen showing the total number of bushels in your empire and a second screen showing your total population (in points or "Heads"). You can then convert this population to a variety of specialists at a cost in "Bushels". You only get these bushels back when to turn them back to general population.
2) Specialist Functions:
Entertainers: Improve happiness, enhance effectiveness of theatres etc.
Labourers: Improve production.
Clerics: Allow construction of Religious units (Crusaders, missionaries), and increase effectiveness of religious improvements.
Scientists: Improve research.
Merchants: Make financial improvements more effective.
Capitalists: Reduce cost of fast tracking improvement/wonder construction.
Soldiers: Effects the maximum number of military units you can produce.
Represents both your nations "Recruiting Power" and the actual number of people in the "Chain of Command" (generals, joint-chiefs etc.)
Slaves: Captured Labour (lower bushel cost than Labourers). Can be obtained by destroying an enemy unit (1 in 10 chance per unit), capturing enemy specialists (and converting them to slaves) or by using a Slaver unit.
3) Capturing and Trading Specialists:
When you capture a city, you can capture their specialists as well, you can use them just like other specialists. Until they're assimilated into your culture, however, they can pose a threat to your cities! You can also trade specialists with other Civs-especially slaves (at no intial Bushel cost!)
4) Influence of Specialists on society:
The proportion of each specialist type in your Empire should have a direct relationship on their base "Influence" on your Nation. This base influence would be modified by Government type, your own preference and how "Democratic" your nation is. Basically, when you make major decisions, they might have a chance of Stopping you. You can try to override them, but this will make them unhappy, but you should also be able to negotiate with them to get your way (like the factions in SMAC), adding a new element to the game. The type of Specialists, and their proportion within your society, should also effect how much damage they can do if they're unhappy (labourers can revolt or slow production, Soldiers can stage a coup and merchants can restrict cash-flow!) Suddenly you've got to think of your people when you make decisions. They might also be able to use their influence to make you do things (like change government!)
5) Period-Specific Specialists:
Lastly, some specialists might change their name under different governments or eras. The best example of this is the Nobility: I think they should replace soldiers in Feudal governments. This reflects their level of influence in such governments, but also reflects the fact that they are a key factor in how many troops a Feudal government can raise!
Anyway, I expect to get flamed for some of what I have said above, but I also hope to hear some positive comments. Regardless, all comments will be accepted. Thankyou.
The_Aussie_Lurker.
P.S: I also apologise for the length of this post!
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