M@ni@c:
A few points.
Hitorically all major cities are on major rivers or the ocean. Or both.
The village system allows you to have early cities only on these squares and have all the food and resources brought in from the inland and fishing villages.
Happyness can be seen as how much people want to live in a city... In this case it is the biggest factor in immegration/emmigration. Up unitl recently unemployment has not been an issue. Everyone could have some work, even if that was as a labourer or in the fields.
A river/costal city square would give a bonsu to trade and a bonsu to growth, making these very attractive spots for cities.
No food or resources are gathered from theses squares so the resouce formula is N + M, where N is the labour/trade from N city pop, and M is the food/resources from M village pop.
One unit of labour does not neccisarily 'work one unit of resources' It depends on what you are building.
Ancient units are an even mix, modern units require more labour than ancient.
NAval units require more resources than land.
Improvments require lot's of resources.
Spy's, etc. require only labour.
I have proposed 'fractional pop points'.
These would allow a city to grow and recruit as you describe, but keep the simplicity of having less than 200 specialists to keep track of...
I believe that a straight recruitment system is needlesly complicated, but if you build units as normal and if the unit is killed have a certain amount of pop removed from it's home city. The nation as a whole should provide for the support, but the home city would take the pop hit. Max units suppoted = 2-5 x pop. Play balance decides this.
To upraged units I agree, move them in a city, say upgrade, x gold and y turns later They are the next class of unit better.
------------------
"Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark
A few points.
Hitorically all major cities are on major rivers or the ocean. Or both.
The village system allows you to have early cities only on these squares and have all the food and resources brought in from the inland and fishing villages.
Happyness can be seen as how much people want to live in a city... In this case it is the biggest factor in immegration/emmigration. Up unitl recently unemployment has not been an issue. Everyone could have some work, even if that was as a labourer or in the fields.
A river/costal city square would give a bonsu to trade and a bonsu to growth, making these very attractive spots for cities.
No food or resources are gathered from theses squares so the resouce formula is N + M, where N is the labour/trade from N city pop, and M is the food/resources from M village pop.
One unit of labour does not neccisarily 'work one unit of resources' It depends on what you are building.
Ancient units are an even mix, modern units require more labour than ancient.
NAval units require more resources than land.
Improvments require lot's of resources.
Spy's, etc. require only labour.
I have proposed 'fractional pop points'.
These would allow a city to grow and recruit as you describe, but keep the simplicity of having less than 200 specialists to keep track of...
I believe that a straight recruitment system is needlesly complicated, but if you build units as normal and if the unit is killed have a certain amount of pop removed from it's home city. The nation as a whole should provide for the support, but the home city would take the pop hit. Max units suppoted = 2-5 x pop. Play balance decides this.
To upraged units I agree, move them in a city, say upgrade, x gold and y turns later They are the next class of unit better.
------------------
"Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark
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