Theben: I understand that you are opposed to specialists of all types, but even if Civ III gets rid of specialists (which I suppose would be fine with me) I would still be in favor of Soldier Specialists. My reasons are:
My idea for how supplies should work are that supplies originate from different cities/supply depots and must be moved to where the soldiers are. This means that there is no such thing as a home city--you could supply all of your soldiers from only one city, so long as you had enough soldier specialists in that city.
There would be two separate Social Engineering modifiers: Corruption and Efficiency. Corruption deals with trade as per Civ I and Civ II, but Efficiency deals with moving supplies around.
Say I've got a tank unit. It needs 3 supplies (swords) each turn. However, I might have to manufacture more than 3 supplies to keep the tank from losing strength, because of a lack of efficiency.
Effeciency would be determined by:
Distance from supplies origin,
Distance from border (efficiency drops dramatically when you leave your country),
City improvements in supplying city (two city improvements would be the Supply Depot and the Ammo Dump, each of which would increase the efficiency of the Soldier Specialists),
and Terrain Improvements connecting unit to supplying city (the farther the supplies have to travel, the more inefficiencies are caused).
So lets say that that tank that needs 3 supplies is receiving those supplies at only 20% efficiency. That means that in order to keep the tank fully supplied I would have to either produce 15 supplies (which means I'd have to make more soldier specialists), create more terrain improvements (railroads and maglevs connecting the tank to my supplying city), or I could shift supplies manufacturing to a closer city (thus eliminating some distance and some inefficiency).
I will post my complete ideas about supplying in a more appropriate thread. But I stand by Soldier Specialists, even though I wouldn't cry over Scientists, Tax Collectors, and Entertainers leaving the game. But, the benefits of having Soldier Specialists (decreased usefulness of population and specialization of supply manufacturing) could probably be implemented some other way. If you think of a way, let me know.
My idea for how supplies should work are that supplies originate from different cities/supply depots and must be moved to where the soldiers are. This means that there is no such thing as a home city--you could supply all of your soldiers from only one city, so long as you had enough soldier specialists in that city.
There would be two separate Social Engineering modifiers: Corruption and Efficiency. Corruption deals with trade as per Civ I and Civ II, but Efficiency deals with moving supplies around.
Say I've got a tank unit. It needs 3 supplies (swords) each turn. However, I might have to manufacture more than 3 supplies to keep the tank from losing strength, because of a lack of efficiency.
Effeciency would be determined by:
Distance from supplies origin,
Distance from border (efficiency drops dramatically when you leave your country),
City improvements in supplying city (two city improvements would be the Supply Depot and the Ammo Dump, each of which would increase the efficiency of the Soldier Specialists),
and Terrain Improvements connecting unit to supplying city (the farther the supplies have to travel, the more inefficiencies are caused).
So lets say that that tank that needs 3 supplies is receiving those supplies at only 20% efficiency. That means that in order to keep the tank fully supplied I would have to either produce 15 supplies (which means I'd have to make more soldier specialists), create more terrain improvements (railroads and maglevs connecting the tank to my supplying city), or I could shift supplies manufacturing to a closer city (thus eliminating some distance and some inefficiency).
I will post my complete ideas about supplying in a more appropriate thread. But I stand by Soldier Specialists, even though I wouldn't cry over Scientists, Tax Collectors, and Entertainers leaving the game. But, the benefits of having Soldier Specialists (decreased usefulness of population and specialization of supply manufacturing) could probably be implemented some other way. If you think of a way, let me know.
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