Good post, M@nia@c. I like almost everything of it, specially the colonization-like aproach to units and their weapons, and the rest of the army stuff. I also totally agree that food-production shouldn't be related to population-growth in any way, but the fact that food-production is an upper limit to population, and food-production is again related to amount of arable lands and farming-technology.
You write:
If there are more resources(work) than labor(people) there is work available and people migrate to other already existing cities with more resources or they will move to a spot you chose as a new city.
I don't like this part, because I don't think people move because they are unemployed, they move because they are unhappy. So I think that unemployement should cause unhapiness, and unhapiness cause emigration. This way people would still move away, when unemployed. But also when their religion was persecuted, or they lived in an overcrowded city, or they were othervise unhappy with their conditions. Good idea about unemployement tough. Should be most relevant in industrial and modern times.
My only objection against the unemployement idea is that I see resources/labour a bit different. In my opinion, resources should be very easy to transport between cities inside your empire (ie you wouldn't need a unit, you'd just "start" a route between two cities, and it'll instantly appear). Something like the food-distribution that you proposed. This way a mining city with a lot of mines, miners and minerals, but few workers would be possible. It could ship minerals to the bigger cities where there was plenty of workers and factories to process the minerals, but not enough mines to keep up with the demand. I'm not sure if unemployement could be shown in this model.
I think that the automatic migration is good, but I see a problem in it. Migration would only happen when people were unhappy or unemployed or whatever. And while this is very realistic, it's not very good for the gameplay. Players would try to create situations which left the people poor, which is not a very good idea for a leader to do on purpose, an btw very unrealistic in reality. I have no idea how this could be solved, but it is a problem that needs to be considered, othervise Firaxis might just keep the old system, because of this flaw.
You're right. There are fewer people around. Strange...
<font size=1 face=Arial color=444444>[This message has been edited by Westergaard (edited August 23, 1999).]</font>
You write:
If there are more resources(work) than labor(people) there is work available and people migrate to other already existing cities with more resources or they will move to a spot you chose as a new city.
I don't like this part, because I don't think people move because they are unemployed, they move because they are unhappy. So I think that unemployement should cause unhapiness, and unhapiness cause emigration. This way people would still move away, when unemployed. But also when their religion was persecuted, or they lived in an overcrowded city, or they were othervise unhappy with their conditions. Good idea about unemployement tough. Should be most relevant in industrial and modern times.
My only objection against the unemployement idea is that I see resources/labour a bit different. In my opinion, resources should be very easy to transport between cities inside your empire (ie you wouldn't need a unit, you'd just "start" a route between two cities, and it'll instantly appear). Something like the food-distribution that you proposed. This way a mining city with a lot of mines, miners and minerals, but few workers would be possible. It could ship minerals to the bigger cities where there was plenty of workers and factories to process the minerals, but not enough mines to keep up with the demand. I'm not sure if unemployement could be shown in this model.
I think that the automatic migration is good, but I see a problem in it. Migration would only happen when people were unhappy or unemployed or whatever. And while this is very realistic, it's not very good for the gameplay. Players would try to create situations which left the people poor, which is not a very good idea for a leader to do on purpose, an btw very unrealistic in reality. I have no idea how this could be solved, but it is a problem that needs to be considered, othervise Firaxis might just keep the old system, because of this flaw.
You're right. There are fewer people around. Strange...
<font size=1 face=Arial color=444444>[This message has been edited by Westergaard (edited August 23, 1999).]</font>
Comment