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  • #46
    I've heard some really good ideas, I would like to present my spin on them, as well as some new thoughts. This will probally be a bit lengthy, but if you have the time please read, and let me know what you think.
    Ideas included: Regions, Deemphisizing Cities, Nomadic populations, Borders, various goverment formats (City-State, National, ect.). Also, Lords of the Realm has given me some inspiration.


    ---------- REGIONS ---------------

    The map during generation will be composed of many regions. Natural terrain features (Mountains, Rivers, DEEP oceans, homoginous terrain) will form boundries, and maxinum size will be limited. Each CIV begins the game with control of 1 Region, and NOMADIC population within that region.
    --Regions can be named. If more than 1 civ has control of a region, more than 1 name is allowed.
    --Regions can be contested if more than 1 CIV has population within that region. Internal borders are drawn out from SETTLEMENTS. You have no acess to any resouces outside of this border unless you are allied.
    --Nomads may be "squatters", working tiles within another nations borders... but do not help "claim land"
    --Islands within an Archepeligo will often be combined into regions, providing that DEEP ocean does not seperate the islands.


    -------------- PUBLIC WORKS --------------

    The concept of Public Works from CtP will be greatly expanded. In fact PW will be used for City Improvements, Terraforming, Exploitation (building mines, farms, ect.) and construction of military units. A percentage of your population will be designated "BUILDERS". It is these builders that provide PW.
    --- PW is the most crucial element to improving a region.
    --- PW is NOT pooled, instead, it must all be allocated, exported (see below), or lost.
    --- Projects using PW can be given priorities via the PRODUCTION SCREEN. Priorities are generalized: Defence, Transit, Habitation, Exploitation, Production (goods), Military, Terraforming and Wonders. Catagories can share priority settings, spliting available PW between them.
    --- Providing enough PW is generated, ALL projects can be finished in 1 turn


    ----------- SETTLEMENTS --------------

    Settlements are crucial for regional growth and success, while it is possible to have a large nomadic population, settlements must be built and enhanced in order for a region to prosper.
    --- Settlements are built using PW. In order to build a Settlement, simply choose "New Settlement" from the PW menu, and click on an unused tile. Soon, people will move in.
    --- Settlement provide shelter for populations, thus increasing the population capacity of that region.
    --- Settlements provide an aera for PROFESSIONALS (merchants, scientists, ect.)
    to effeciently work their occupation.
    --- Settlements can be improved through expenditure of PW:
    ----- New technology can be implemented (similar to building city improvements)
    ----- General fields within that city can be improved (Industry, Housing, Commernce, Entertainment). Each area has a level associated with it, as the level increases, so does the capacity to employ workers in that field. Housing allows a population to expand or to increase in density.
    --- A queue list can be created for each city, as well as default allocation of unused PW (i.e., 20% of unused PW goes to Housing, 30% goes to Industry in THIS settlement)
    --- Settlements can be named
    --- As settlement increase in levels of various fields, that settlement will grow and occupy additional tiles. If a settlement lacks room to grow, no further increases in fields will be allowed.


    --- TRANSIT/DEFENCE/EXPLOITATION/TERRAFORM ---

    A varity of transit structures (roads, rail, ect.), Defence Structures (Bases, Walls, ect.), and exploitation structures (Mines, farms, ect.) can be built using PW.
    --- To build simply choose the item wanted from the PW menu and click on an empty tile.
    --- Transit helps units move quicker, it also allows you to use tiles within the region more efficently by reducing the effective distance tiles are from settlements. Transport of resouces are greatly aided by the presence of transit.
    --- Defence structures give you places to train troops. Some Defence structures allows for better defence of the region (forts, walls, ect. )
    --- Exploitation Structues allow a larger population of workers to harvest resouces from terrain tiles. Resouces are also FINITE (altough some are self-replenshing, like forests).
    --- Terraforming allows alteration of basic terrain similar to Ctp


    ---------- WONDERS OF THE WORLD ---------
    Also created via PW, many wonders however are actually place on the map. Choose location just like any other PW project.

    ---------- NOMADIC POPULATION ----------
    At game start, and at other times, a portion or all of your population may be NOMADIC. Nomadic population is indicated by an Icon depicting wandering citizens.
    --- Nomadic populations must have 50 people, or the entire population of the region... whicever is less. (NOTE: 1 person signifies only 1 Person)
    --- Nomadic populations have a max. of 300, if they grow beyond this point, the population will split.
    --- You may have more than one NOMAD per region
    --- Nomads act like mobile cities! However they are VERY inefficent, and can not make use of EXPLOITATION STRUCTURES. They can however construct those Structures, and Build new SETTLEMENTS (not enhance), build WONDERS, TERRAFORM, build DEFENCES and TRANSIT.
    --- As Goverment evolves from Nomadic to City-State to Regional to Confederacy to Federal (see below), nomads become less and less prevalent.
    --- Nomads are created by UNEMPLOYMENT, a percent of unemployed individuals will become nomads:
    ----- Goverment: Nomadic, all Unemployed are Nomads
    ----- Goverment: City-State, 25% of Unemployed past 100
    ----- Goverment: Regional, 10% of Unemployed past 250 (but taken on a regional level)
    ----- Goverment: Confederacy, 5% of Unemployed past 500 (again, on a regional level)
    ----- Goverment: Federal, 1% of Unemployed past 1000 (on regional level, remember a min of 50 means at least 6000 unemployed for the first NOMAD)

    ----------- WORKFORCE --------------
    Workforce is divided into three main aeras: Agriculture, Labor and Proffesional. In the WORKFORCE SCREEN, you can adjust the percentage of population within the three groups by use of a slider. These 3 groups are further divided into sub-catagories:
    ---AGRICULTURE
    -----Hunters
    -----Gatherers
    -----Fiherers
    -----Wheat Farmers
    -----Produce Farmers
    -----Livestock Farmers
    -----Dairy Farmers
    ---LABOR
    -----Lumberjacks
    -----Trappers
    -----Stone Quarrieries
    -----Copper/Tin Miners
    -----Iron Miners
    -----Bauxite Miners
    -----Coal Miners
    -----Oil Drillers
    -----Precious Resource Miners
    -----Radioactives Miners
    -----Builders
    ---PROFFESIONAL
    -----Entertainers
    -----Clergy
    -----Scientists
    -----Merchants
    -----Teachers
    -----Doctors
    -----Philosophers
    -----Administators
    -----Media
    -----Police
    -----Fire Fighters

    Furthermore, each area has an Unemployed %. Each sub-type can have it's own percentage set. Each sub-type also have a maxinum allowed, based upon resouces available within the region and any exploitation structures built. Numbers are color-coded to quickly determine when an area is reaching capacity.

    Workforce is set on a city level in Nomadic and City-State Goverments, all others set WORKFORCE on a regional level.


    ------------- STOCKPILES --------------

    Resouces are stockpiled to be used in various PW projects and the production of GOODS and Military. Stockpiles are City-Based in Maomadic and City-State Goverments, but can be moved with a cost of REVENUE (REVENUE is the same as GOLD, but better named). In Regional and Conferate Goverments, Stockpiles are Regional... you can move them from region to region also at a cost of REVENUE. In Confederate and Federal Goverments, a National Stockpile is used. Confederacy must move goods to that stockpile, wile Federal goverments AUTOMATICALLY move resources to national stockpiles (There are NO regional stockpiles). Any region can use this national stock.

    ----------- Happiness, Health, ect. --------

    As goverment leans more toward the Federal end, These status level begin to become more universal:
    ---Nomadic&City-State: Each populations Happiness, Health, Education and Prosperity are unique and un-modified by the rest of the nation.
    ---Regional: These Staus level apply to each region, not to each Settlement.
    ---Confederacy: Regional levels are affected by national average; (Regional*2 + National)/3
    ---Federal: as above but more pronounced; (Regional + National*2)/3

    ------------- Exporting PW -------------

    Public Works can be exported to other regions
    --- In a nomadic goverment, no exportation is allowed and all PW projects are 2x cost
    --- In a city-State Goverment, no exportation, and all PW projects EXCEPT improving that settlement are 2x cost.
    --- In a regional Goverment, PW project cost normal, but exporting PW is not possible.
    --- In A Conderacy, Pw may be exported. If so selected, a region will export and unused PW to a national pool that can be used by any other region set to import on that turn. However, any exported PW loses half it's value, and importing cities can import a max. of 1 PW for every 2 PW they produce. If multiple regions are set to import, the PW is divided equally.
    --- In a Federal Goverment, PW exporting/Importing works the same as for a confederacy, except that the full PW (not half) goes to the National pool. And importing cities need only produce 1 PW per PW imported.

    --------- ADMINISTRATORS -----------
    The more towards FEDERAl a goverment is, the higher the ineffeciency will be. Administators are used to reduce this ineffciency, Federal Goverments will need a large number of Administrators, while NOMDIC goverments don't need any.


    ------------ NOMADIC GOVERMENTS ---------
    Besides all listed advantages/Disadvantages of a nomadic goverment, here are a few more:
    --- Can't improve Settlement... since they are Tempoary
    --- Nomadic populations can employ more PROFESSIONALS than under other goverments
    --- Nomadic Populations can have a larger stockpile than under other goverments
    --- Settlements have a greatly reduced stockpile, and employment opportunities for Professionals than under other goverments.
    --- Settlements can't be enhanced, although Technology can be implemented.
    --- May not take advantage of any Expoltation Structure built.

    That's it for now, tell me what you think... or if you want me to explain/clarify something.

    Comment


    • #47
      If you are going to go with the idea of 'indigenous' population in squares then the possibilities of languages needs to be looked at. Its quite possible that the population may not speak the same language as the majority of your 'civilisation' and that could lead to all sorts of interesting things.

      Victory at all costs, Victory in spite of all terror, Victory however long and hard the road may be.

      - Winston Churchill

      Comment


      • #48
        About canals: Would say that canals would have to exist in multiple types. As your ship technology improved then you'd be able to build larger canals that would allow passage of the newer ships along them. Or perhaps give ships 'sizes' and only certain ship sizes could go up the various types of canals. Also do that for rivers so that they are 'wider' and deeper at their mouth and narrower and shallower as you move upstream. That way you wouldn't have huge 'oil tankers' at the source of a river unless you'd dug it out along its entire length.
        Victory at all costs, Victory in spite of all terror, Victory however long and hard the road may be.

        - Winston Churchill

        Comment


        • #49
          To represent empires as being more of a common pooled effort, I have suggested a modified system in the thread "a new civilization concept ?"
          The main ideas are:
          ECONOMICS
          All resources are pooled after being gathered and redistributed as you choose
          Improvments and units are built from a central list, and deployed as needed. (instead of having to worry about what wach city is producing) This allows you to have much more dedicated cities, like agricultural centres on grassland with next to no production, but still be able to build neccesarry improvments, finacial centers like new york, and manufacturing centres.
          COMBAT
          certain units are able to bombard, modern naval, air and artillery. these are not fights to the death, just damage. Structures and pop can take damage.
          air units fight as long range artillery. They cannot move, but like all other units can be redeployed. bombard capable units also have active defense, eg fighters attack incoming bombers.
          for more detail see the other thread
          "Any technology, sufficiently advanced,
          is indistinguishable from magic"
          -Arthur C. Clark

          Comment


          • #50
            Rong,

            I have the pleasure of posting the 50th post in this thread and then locking it. Who could ever have guessed that locking a thread for all the right reasons could feel like a religious experience?

            *** THREAD CLOSED *** THREAD CLOSED *** THREAD CLOSED ***

            Please look for Rong's new thread, Coming Soon to theaters everywhere:

            RADICAL IDEAS II: Hosted by Rong
            I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001

            "Yin": Your friendly, neighborhood negative cosmic force.

            Comment


            • #51
              War and Military vs Civ Stress

              I think a good way to represent the stresses of war or large military build ups on a civilization would be to have military units take a population point off of a city in your Empire. Not only would you have to support the army financially, but it would also place stress on production by physically subtracting a person from the civilization.

              I think that the only way that could work is if city sizes where larger, or if every square actually represented a larger number of people ...let's say 3. So for every 3 army units, you would loose one person from a square.

              As technology grows, this would change and be even greater. Modern naval units, for example, would need upwards of 9 people, especially if you had an aircraft carrier.

              It would make it much more difficult to wage war in Democracies because every loss in war would be devestating in terms of loss of life, and thus create unhappyness.

              A differentation between a volunteer army and a conscripted one could be made here. A volunteer army is more expensive and doesn't detract from your labour force, but you need a pool of volunteers, and it causes much less unhappyness.

              Just an idea.
              Of the Holy Roman Empire, this was once said:
              "It is neither holy or roman, nor is it an empire."

              Comment

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