=Creative energy
Instead of using old "light bulbs" or "beakers" as units of science, let's use certain abstract amount of creative energy. This simulates the fact that the humans tend to want to do something when they do not work. It can be used for recreation (using the results of culture), for creating culture (like art, sports), for creating new solutions to problems (technological advancement), for religious activity, or in some cases for rebellious actions. Some professions transform their workhours directly towards some creativity-requiring task, like scientists and priests.
The use of CE also solves the problem how to simulate the cultural/religious part of human civilization. Some of it will go to waste, of course. This way, all three can be treated in the same way. This is discussed later in more detail. This also holds the key for simulating the unhappiness of the people, I think. Of course the CE should be only one part of it. The goal should be, that all three, science, religion, and culture, are needed. Player's score should be affected by the level of progress he has made on these fields.
NOTICE:
By using this system, the older specialist system is not necessarily needed. What do you think?
What kinds of things affect the amount and distribution of CE? Some base amount of CE created by certain amount of population should be determined. This simulates the fact that the people cannot be stopped from using their creativity. (Well, perhaps except if they are kept in slavery.) The size of the city puts certain limits to how the CE can be used: in smaller cities, the religious needs come first, then comes science, then culture. Also, some social matters affect the total amount: how hard the people need to work, how controlled the society is, how the people are encouraged to use their creativity, what's the cultural environment the player creates; this could be done with SE. Player could use sliders to control his society. The properties of the society decide the total amount of CE produced.
These should, though, have only relatively minor effect. This simulates the fact that the government can't very efficiently guide the people's minds. It can only create an environment, where the CE is used.
How to make the most of the CE? If the city has an academy/university, the CE is much more efficiently used for science; they are places where educated people gather to learn more and to meet other educated people. Similarly, theatre/concert hall boosts the cultural life, church/cathedral religious life. This should be the principal means of controlling the CE. Another important means should be funding: the player should budget some of his incomes to science, culture, and church. The goal should be, that all three of these need to be funded, and there should be also other expenses: military, infrastructure, governmental, social, etc., so it wouldn't be possible to put 70-80 percent of the money to science, like in former civs.
Instead of using old "light bulbs" or "beakers" as units of science, let's use certain abstract amount of creative energy. This simulates the fact that the humans tend to want to do something when they do not work. It can be used for recreation (using the results of culture), for creating culture (like art, sports), for creating new solutions to problems (technological advancement), for religious activity, or in some cases for rebellious actions. Some professions transform their workhours directly towards some creativity-requiring task, like scientists and priests.
The use of CE also solves the problem how to simulate the cultural/religious part of human civilization. Some of it will go to waste, of course. This way, all three can be treated in the same way. This is discussed later in more detail. This also holds the key for simulating the unhappiness of the people, I think. Of course the CE should be only one part of it. The goal should be, that all three, science, religion, and culture, are needed. Player's score should be affected by the level of progress he has made on these fields.
NOTICE:
By using this system, the older specialist system is not necessarily needed. What do you think?
What kinds of things affect the amount and distribution of CE? Some base amount of CE created by certain amount of population should be determined. This simulates the fact that the people cannot be stopped from using their creativity. (Well, perhaps except if they are kept in slavery.) The size of the city puts certain limits to how the CE can be used: in smaller cities, the religious needs come first, then comes science, then culture. Also, some social matters affect the total amount: how hard the people need to work, how controlled the society is, how the people are encouraged to use their creativity, what's the cultural environment the player creates; this could be done with SE. Player could use sliders to control his society. The properties of the society decide the total amount of CE produced.
These should, though, have only relatively minor effect. This simulates the fact that the government can't very efficiently guide the people's minds. It can only create an environment, where the CE is used.
How to make the most of the CE? If the city has an academy/university, the CE is much more efficiently used for science; they are places where educated people gather to learn more and to meet other educated people. Similarly, theatre/concert hall boosts the cultural life, church/cathedral religious life. This should be the principal means of controlling the CE. Another important means should be funding: the player should budget some of his incomes to science, culture, and church. The goal should be, that all three of these need to be funded, and there should be also other expenses: military, infrastructure, governmental, social, etc., so it wouldn't be possible to put 70-80 percent of the money to science, like in former civs.
I will check back later this evening. Comment all those ideas here, all of you.
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