Gordon, the village idea is great! However, it doesn't belong here. The way I see it, you suggest they are some sort of "structre" of something that is built via the city menu. Therefor, try to post it in the city improvement thread, or the radical idea thread. Quite frankly, i don't have a clue what to do with the great idea.
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Economics/Trade thread 1.2, hosted by: Harel
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Gordon: You should be able to buy any shortfall of resources (at an inflated price from merchants, or trade with anouther empire), this would alwyas allow builds, but make it very expensive if you don't have what you need on hand.
I feel that establishing villages should be free, it would just take a couple turns to set up or move if you didn't want it there...
Villages would pull in the basic (civ2 x 10) levels of resorces. To increase this you send over a terraform unit of whatever method is used, and build the TI's, like farms and mines. Not different village types, but tile improvments.
Remeber that under this model, all citizens of cities are some sort of specialist (or generalist) Laboures are +20 industry, merchents +20 trade and scientists are +20 science. Later new types become available.
Middle class +10 labour +10 trade +10 science.
Adjasent is good. make the max distance depend on tech. RR might be 4 squares...
Only costal squares unit modern ships...
This would work well with regions, then you don't have to worry which city each village belongs to, just which region it is physically in...
Harel, We can make a good case for it at least starting here... it does deal with how to move and gather resources... It doesn't affect the basic economy of the city a whole lot anyways.
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"Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark
<font size=1 face=Arial color=444444>[This message has been edited by ember (edited July 29, 1999).]</font>"Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark
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Or we could go with a one decimal place system to have the flexibility of x10, and the understandibility of the normal system.
that super farmed grassland gives 3.7 food and 0.5 resources...
------------------
"Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark"Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark
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The x10 would be better, then you don't have to worry about rounding when tallying the total.I'm consitently stupid- Japher
I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned
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If anywhere, I'd suppose the village idea should go to terrain and TI... After all the village shows up on the map, right? Just what we need, another thing to overburden an overburdened thread... I guess it can't be helped. I'll post a brief (hah!) summary of the ideas we had here over there.
About buying resources: One thing we hadn't really considered with the resource/labor division is how to hurry production. The way this is handled in CivX ans well as SMAC is a little unrealistic. Here's a better way to do it, I think.
For 1 gold each resource, you may buy extra resources. These resources are limited to the number being produced in the city by other means... If Rome harvests 54 lumber per turn (or 54 shields, or 5.4 shields, whatever) then it could increase that number by 54 (for 108) by paying 54 gold. This would represent the diversion of private harvesters to the production. The same could be done for industry: if the industry of Rome were 32, it could be increased to a maximim of 64 by paying 32 gold. This represents the diversion of private industry's workforce to whatever the project is. The maximum increse needn't necessarily be the same as what the city was already making... It could be dependant upon discovered techs, social engineering settings, etc. For instance, although a Socialist Economy had more base industry than a Capitalist Economy, the Capitalist Economy would allow a much greater bonus to be purchased.
If that still wasn't enough production, you could bring in resources or transfer citizens from elsewhere in your empire (actually, you may want to bring in the resources from elsewhere before you start buying them.) and if you STILL need to build faster, you can buy resources from your opponents. But the resources have to come from somewhere. You can't just pay money for resources out of thin air. This means that rush jobs would be much harder to do; No matter HOW much money you have, those pyramids are still going to take a while.
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I see it as industry is purchased as under your system, or mayby the increaed industry is purchased on a logrithmic sacale. Add 50% industry for 1:1, next 50% 2:1., etc. You can gop up as high as you want, but it will cost you.
I see resources as a comodity, not a transient concept like labour. Any surplus resources are stored (maybe with a slow decay to prevent it from getting excessive). You can trade for resources (and food) from other empires, useally relativly cheaply, or you buy it from private concerns at a big inflation in price, maybe 5x cost...
Resources are easy to move around and civilians will have lots kicking around. maybe limit it to only purchase in a turn as much as your empire produces...
Sorry gordon, looks like the idea took hold here. It's hard to move it when that happens
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"Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark"Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark
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