Here is an idea that developed in the Economics thread, but really belonged here, since it's about TI's. It's a little like the farm idea I posted above, but much more complete. Here are the basic components as I see them (anybody else who contributed on that thread, please correct me.)
1) Villages are the primary method of gathering resources. They are the only place to put "average" people, i.e. not specialists. However, they exist externally to the city, on the surrounding squares. They gather the materials from the square they sit on and nowhere else.
2) Cities contain only specialists. These include scientists, entertainers, and workers. (Maybe also merchants?) Workers produce Industry, which is used to process the resources harvested in the countryside.
3) Villages contain the agrarian population. If they are destroyed by an invading army, so is the population contained.
4) The food production from a tile must be approximately twice that in CivX, because Specialists (i.e. city dwellers) are now necessary from the beginning, and must be supported.
5) Villages would be built by a "Public Works" type system, rather than by a unit. They could be autobuilt by the AI or queued by the player.
I believe that is the basic idea, upon which all in favor of the idea at all are agreed. (Again, correct me) Here are additional suggestions:
1) Villages don't count toward the maximum people in the city from Aqueducts, etc.
2) Villages don't count towards any particular city, but are shared within a region. Obviously, this would require regions.
3) Villages are divided into at least two types, mining and farming. Each type will act differently, producing either more food or more resources. A farming village on a forest square could become a logging village.
4) Villages may increase in size beyond 1. When they do so, their maximum production increases, but with diminishing returns (size 2 doesn't produce double what size 1 does.)
5) The second point of size (and any more) may be of a different type, i.e., a size 1 farming village becomes a size 2 farming/mining village.
6) When a village reaches a certain size (3? 4?), it becomes a city on its own.
7) Villages must be built in a square adjacent to either the city or another village.
8) The maximum distance from the main city would be dependant upon the technology level, or perhaps whether it is linked by road, railroad, etc.
Now here are some I have come up with that are new:
1) Allow the farmers/miners/loggers to come into the city in times of war. The villages could still be destroyed, but those are quicker to build than population. The population would be saved, but the extra people in the city would contribute to disease, and you wouldn't be getting any resources from the land.
2) What about Ocean squares? It doesn't make sense to build Villages in the Ocean. 2 options I see, which could work in conjunction: Cities with Harbors may make Fisherman specialists, which each allow one Ocean square to be harvested, and coastal Villages would have the option to be a Fishing Village, which uses none of it's own square, but harvests out of an ocean square. Under idea 5, this could be combined with a mining or farming village.
3) As an extension of idea 6 above: This is the ONLY way to make a new city until the discovery of a certain advance, which allows settlers. A Settled City (Colony) starts its own region, while Grown Cities belong to the same region as the Village they grow from. This would take the necessity of production away from expansion, since one wouldn't need to necessarily build cities with settlers. There would also have to be a way to split regions… Maybe by building a provincial capital, you would get to select the borders of a new region.
I think I will also post this to Radical Ideas, since it destroys the concept of City Radii, changes the function of Cities, and adds something completely new.
1) Villages are the primary method of gathering resources. They are the only place to put "average" people, i.e. not specialists. However, they exist externally to the city, on the surrounding squares. They gather the materials from the square they sit on and nowhere else.
2) Cities contain only specialists. These include scientists, entertainers, and workers. (Maybe also merchants?) Workers produce Industry, which is used to process the resources harvested in the countryside.
3) Villages contain the agrarian population. If they are destroyed by an invading army, so is the population contained.
4) The food production from a tile must be approximately twice that in CivX, because Specialists (i.e. city dwellers) are now necessary from the beginning, and must be supported.
5) Villages would be built by a "Public Works" type system, rather than by a unit. They could be autobuilt by the AI or queued by the player.
I believe that is the basic idea, upon which all in favor of the idea at all are agreed. (Again, correct me) Here are additional suggestions:
1) Villages don't count toward the maximum people in the city from Aqueducts, etc.
2) Villages don't count towards any particular city, but are shared within a region. Obviously, this would require regions.
3) Villages are divided into at least two types, mining and farming. Each type will act differently, producing either more food or more resources. A farming village on a forest square could become a logging village.
4) Villages may increase in size beyond 1. When they do so, their maximum production increases, but with diminishing returns (size 2 doesn't produce double what size 1 does.)
5) The second point of size (and any more) may be of a different type, i.e., a size 1 farming village becomes a size 2 farming/mining village.
6) When a village reaches a certain size (3? 4?), it becomes a city on its own.
7) Villages must be built in a square adjacent to either the city or another village.
8) The maximum distance from the main city would be dependant upon the technology level, or perhaps whether it is linked by road, railroad, etc.
Now here are some I have come up with that are new:
1) Allow the farmers/miners/loggers to come into the city in times of war. The villages could still be destroyed, but those are quicker to build than population. The population would be saved, but the extra people in the city would contribute to disease, and you wouldn't be getting any resources from the land.
2) What about Ocean squares? It doesn't make sense to build Villages in the Ocean. 2 options I see, which could work in conjunction: Cities with Harbors may make Fisherman specialists, which each allow one Ocean square to be harvested, and coastal Villages would have the option to be a Fishing Village, which uses none of it's own square, but harvests out of an ocean square. Under idea 5, this could be combined with a mining or farming village.
3) As an extension of idea 6 above: This is the ONLY way to make a new city until the discovery of a certain advance, which allows settlers. A Settled City (Colony) starts its own region, while Grown Cities belong to the same region as the Village they grow from. This would take the necessity of production away from expansion, since one wouldn't need to necessarily build cities with settlers. There would also have to be a way to split regions… Maybe by building a provincial capital, you would get to select the borders of a new region.
I think I will also post this to Radical Ideas, since it destroys the concept of City Radii, changes the function of Cities, and adds something completely new.
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