Region, Population and Improvements - model ver. 0.3
Note! This is an unfinished draft!
This is my attempt to create the system for modeling and building the human world; regions, population and improvements. This model has many aspects what I think will be characteristic for all our models; it has some very general ideas from civ, mostly it is completely new and unseen anywhere else, and it has lots of realistic features though great compromises have been made in favor of gameplay. I think this model will give the player lots of fun and interesting things to do, without restricting us to model the world realistically in other models. This model is the most basic aspect of the game, along with the map, so please pay attention to it and help to refine it and correct the possible mistakes. This is in no way final.
Also this is more a collection of ideas for the future model than a finished model. Many things need better declaration and fleshing out. But the version number is 0.3, so it indicates lots of things are yet to be done. I intentionally stepped over 0.2, because I think the progress has been larger than only one tenth. Also I think version 0.2 has been created in the thread of the version 0.1, but it was never published as its own model.
Please note!
This model is far from finished - even far from the version 0.3. I have been reading through the old population thread, and will add the things discussed there, but haven't finished that yet. Also in many places, especially population, I have lots to add. Just because this has already taken quite much time, I thought that it would be good to show you my work in progress so you can have an idea of what I have in mind, and possibly get some new ideas from it. Please tell me if you think something can be done better. I will update this model later, when I get it finished; though every time I have said this earlier I haven't done it. There's hoping this time I will.
Also this rough draft is quite messy, and might not give the best vision of the future model, but I hope it's of use. Anyway, share all ideas with us, please!
Definitions:
Region = the basic unit of government; region is an area of land. It and its people are governed by a single authority, which is in turn responsible for a higher level authority. Region is a supergroup; depending on the status of the region within the empire and the way it's governed, the regions can be states, provinces, colonies, protectorates etc.
Population = a group of people living in a specified area, usually a region. Population contains all people living in the particular area, and classifies them with different properties to model the behavior of the people in the game situations.
Improvement = a human-made structure or a group of structures which improves the land it is built on. The improvements in GGS are specifically region improvements; they are built in map screen, within the area of a region.
Regions:
In the game, region is defined as an area of land controlled and governed by a capital city of that region. Player starts the game by choosing the location for his capital within a defined area, the land inherited from the ancestors of his people. There will be also other cities in the region, but capital city is the one that controls the land and people.
Player fights to increase the land area of his people, thus enlarging the region. Basically this is done by "conquering" tiles - adding them to the region, possibly by military power. Also as the player keeps building his region, its area grows, if there is free space for that. To be able to hold the acquired land, though, is a completely different matter. It requires military control (especially if the conquered land has got population), possibly building some roads and other things etc. Your tech level and region infrastructure (roads etc.) decides how large the regions can be without causing trouble.
So, region would be much like the city radius of civ2. There are many important differences, though. The region is basically considered as the city radius of the capital city, but there would be also other cities in the region, and all cities would be the same; this is explained in the Improvements section later. Also the region can have any shape and its area is limited by some factors, but can be theoretically as large as you like. Further, the player would improve the region by building improvements, but these work differently from civ2 improvements. This is explained later. So, basically the region idea is the same as city of civ2, but greatly enhanced, without losing the simple and attractive gameplay of civ. This fulfills quite well the philosophy I mentioned in the beginning of this text; we take the best ideas from earlier games, then we take the demands of realism we have created for ourselves. Then we combine both of these, making compromises as necessary, without sacrificing too much of neither. I think this is quite well achieved here, but I'm biased. Please be my judges.
I think it might be possible to have primitive people, by having regions without cities - so, only land areas with people on them - So they are not organized, thus simple to handle. Basically the land would have many tribes from the same "nationality" that work independently, but could evolve into a real civilization. This way, we could have nomadic and hunter-gatherer tribes quite easily... but we'll see.
Population:
This is the most unfinished section. The class stuff is missing, like also most population statistics... it has currently only some general things.
Population symbolises the people of one region. There could also be statistical populations for the civilization's population. Basically the population object holds info about the statistical properties of the people in that area. People would be categorized in several ways; first of all, there would be urban population and rural population. Urban people live in cities, and rural outside cities.
Then, people would have nationalities; this is the civilization to which the people feel to belong. Conquered people usually preserve their national identity for a long time. Also people would have religious affiliations. Finally, people would be classified according to their work and social status. Each combination of these can form a group, which fights for something; how groups work, belongs to the government model.
People would have also some general properties, that decide their productivity and reproductive rate. These would include things like age groups (0-10 years old, 10-20 years old etc.), workhours, nutrition, efficiency etc... I will work on these later
Then how should we store this data? My idea is, that we have a list of objects. For each combination of nationality and religion, we would add an object to the list. Each object would then have the total amount of people in it, and the amount (or percentage) of people in each social class/profession. Also in the population object would be stored the total amount of people in the whole population, and the the total amount of people in each social class. Then what about rural and urban people? Should we have a simple figure with the amount (or percentage) of people in each, or should we store the class etc. data for both? This area is the one that needs most discussion right now, since it is a little fuzzy for me. The general properties listed above, would be stored once for the whole population, because we can assume that those would be much the same for every group in the region. Though some properties could be useful to store for each group; this way we could model oppressive actions towards some group. For example, some group could be paid less for their work, or they could be demanded longer workhours. I think this system would allow quite well the group system proposed by VetLegion, though I won't touch that in this model; it belongs to the government model. I wish for some discussion on this matter, since it's the most unfinished aspect of it rith now.
For each map tile, we would store the amount of people living on it. This feature has been debated a lot, but I think it is so vital for many things in the game, including production, diseases, and warfare, that it should be added. Though if we come to conclusion, that it is too much, we can live without it. But let me explain this.
The largest downside from this idea is, that it will consume lots of memory; with 2 bytes per tile, we could have only 65000 people per tile, so we could not have very big cities. 4 bytes is the next option, which would give us 4 billion people per tile, which would be waste of space. 4 bytes per tile with a million tiles would mean 4 megabytes only for storing the amount of people in each tile; and, most tiles would be uninhabited for all game (ocean tiles for example) so this would waste lots of memory. But I have an idea to reduce the memory needed. It is possible to make a system, where we have three tile types in population terms: uninhabited tiles, for which we would not store the population amount, rural tiles, for which we could use 2 bytes, and urban tiles, for which we could use 4 bytes to store the population amount. But would about 65000 people be enough for rural tiles? I don't know, but it should be fine for us. We could of course decide, that the tiles with more people than that are always urban.
Another problem in this idea is, how to inhabit the tiles with people. It could be really complex, and use lots of cpu time, if we want too much realism. So, I suggest that we use this system similarly to civ2 system, where workers were working the tiles and producing stuff. No, please don't freak out just yet - this idea in civ was ingenious, and quite realistic; people live in tiles and produce stuff in our world, too. We would just make that idea better. Instead of having only one population "unit" in each tile, we would have the real amount of people. Player would build improvements, that allow production of things; that would create employment for the people, and they would "move" to the tile, if there is no better work available elsewhere. So player would _not_ move the people around like in civ2, they would move on their own. Also there would not be a city radius, but the people could be anywhere within the region area, which could have any shape and (almost) any size. A system similar to this would be needed anyway to handle the production, so this way we can hit two or more targets with one shot.
Immigration: this is quite significant thing. Without it, it would not be very profitable to create new regions, since people multiply quite slowly. Basically there would be two kinds of migrations: inside each region, and between regions. Inside regions, people move between tiles in search for work, land or food. This would be quite simple to do, completely automatic and also quite logical. Immigration between regions is a more difficult matter. Basically we would have some (small) percentage of the people, that would like to move to another region. This percentage depends on how crowded their home region is, how much food is available, how much work is available, and what the tech level is. Some people of those would decide to stay in their original region after all; the others would move most preferably to other nearby regions of the same civilization; then farther away; then to closely related, nearby civilizations (if such thing is modeled); then to foreign civilizations. Everything depends also on how freely the target region allows the people to migrate in, and how willignly the source region will allow the people to go. But this is quite straightforward, it just needs some balancing.
Improvements:
Earlier civ games had city improvements and tile improvements. In our game the region is the basic unit, and they cover a large area of map, with several cities. So, in our game, we would have region improvements. They would be human-made structures, or groups of structures, which the player would order to be built and which his people would build to him, much like the city improvements in civ2; so, settlers would not be used. Instead, the player places the structure on the map, which starts a building project; this creates employment for his people. If there are workers available, they will start building the structure. The more people he can get to build it, the faster it would be built, though there would be an upper limit for each project, of course. Player could also force his people to build, or bring slaves to build it, but basically the people would work on their own.
Capital city of a region is the basic improvement. In the beginning of the game, the player chooses the location for his capital city, and it is built like other structures. To get more regions, the player needs to order the building of a new capital city somewhere on the map. For it to be built, some people will need to be willing to become settlers; they would move from their homes to a new area to build a new region. So, basically the game situation decides when the players can claim new areas of land; low on food, employment, living space etc. Of course the player could force the people to move, but that might also have its downsides.
There would be many cities in the region, all cities would be the same; tiles with urban population. Their improvements would decide how they work, and they would just produce stuff for the regional stockpile. Usually those cities would be created automatically around important player-made improvements, but the player could also build cities on his own, if he decides; those would be special improvements. The region capital city would have a special improvement, which would give a special position for it, but basically also it would be like all the other cities.
It might be a good idea to have "hit points" for the improvements, so they could be damaged by military attacks or lack of upkeep. About upkeep, each structure would require certain amount of workforce, resources and money to keep it in good shape. If the upkeep is not adequate, it will start to "recieve damage"; when the amount of hitpoints reaches a level which can be preserved with the current level of upkeep, it will settle down. Upkeep will also create employment for your people.
The "City" improvements could be called infrastructure, which would have a level on it. It will decide, how many people can live in the city comfortably. Building a certain level of infrastructure would create certain amount of employment. Also upkeeping it would employ the people. Cities could also have hitpoints, which would tell, how badly damaged the infrastructure is - damage would not decrease the amount of infrastructure. This would be useful especially in the modern times, when bombers can seriously damage the city's activity. Mostly the building of better infrastructure would be automatic, but of course the player would need to fund that.
A special kind of improvement could be "production capability". Instead of building factories or manufacturing plants, we would build production capability, which would include facilities to produce things and the necessary infrastructure for it. The capability would be an improvement, which has a level attached to it, quite like infrastructure with cities. The level of this improvement would decide, how much work would be available for laborers, and how much things can be produced. If we want to be extra fancy, we could have many kinds of production capabilities; basically for war machine industry. So, we could have "aircraft production capability" in a city, and you could go and bomb the capabilities of your enemy, to fight for air superiority! This might be an important strategical element in warfare, and we would not need very many of these capabilities, but we can live without it and have only one, if you think it's too much. "Production capabilities" would of course always have a city around them; so, cities would be the centers of production. Notice that the production capabilities don't necessarily mean factories; they can be also artisan workshops and such, so this is not only modern world improvement.
Another improvement with a level could be "energy production". It would work much like other kinds of production, and would be a key aspect in modern world.
So, basically my idea is, that about everything that the player builds on the map is improvements; they would be "building blocks" of the human world. What blocks there are, decides how the region works. Cities would not be like in civ2; they would be tiles with urban population. They would have an "infrastructure" improvement. They could also have other improvements, like production capability. Region capitals could have some kind of special improvement, like office buildings for housing the bureaucracies of the region. Also this could have a level to decide how heavy bureaucracies the region has, partly deciding how large the region can be. This system would be simple to do, simple to handle, and it would add quite high level of player involvement, though it would be easy to automate most things in it.
Here is a list of improvements I think should be there:
-farming areas or farming capabilities
-fishing -"-
-mining capabilities
-cities/infrastructure
-bureaucracies (kinda like the palace of civ2)
-temple/cathedral etc. (only the largest structures, really significant sanctuaries)
-perhaps a region-wide religious system could be built and upkept?
-academies and universities; these are significant, would work differently than civ2 ones
-perhaps large libraries in ancient times.
-in modern world perhaps a regional public library system could be built and upkept?
-perhaps also a public school system?
-roads (leading from point A to point B instead from being tile improvements)
-canals (likewise)
-dams, basins, large hydro plants
-large monuments, perhaps like wonders
-colosseums, theatres etc. could also be regional systems?
-water supply systems likewise? (aqueducts, reservoirs etc.)
-power supply systems likewise?
-military bases, garrisons, barracks, fortifications, naval and air bases
So, most improvements would be structures that would be shown on map as small icons in appropriate tiles. Each one would have hitpoint value, also perhaps an "armor value" deciding how difficult it is to cause damage to it with military actions, and some would have a level attached to them. There could be some improvements that would not be shown on map, but instead they would be regional systems. Basically only the largest structures would be on the map. Military bases could perhaps be constructed from pieces; they could be combined from a set of fortifications, accommodation room, training areas, radar systems, supply systems, storage space, defensive armament etc.
This system would make the cities the centers of production and government, and they could also be made centers of trade, but that doesn't belong to this model. But, the importance of all cities would be made secondary to the importance of the region. Cities would have some level of individuality, and they would produce things for upkeeping their own city and preserving their own lifestyle, but they would be subordinate to the region, and would produce things also for the common stockpile. So I think this system would solve most problems presented about regions and population, and it would also achieve all the goals set for it. It would be quite realistic, give lots of freedom for the creation of other models basing on it, and would have quite good gameplay. But that's what I think, please give me your opinions of it.
[This message has been edited by amjayee (edited January 18, 2001).]
Note! This is an unfinished draft!
This is my attempt to create the system for modeling and building the human world; regions, population and improvements. This model has many aspects what I think will be characteristic for all our models; it has some very general ideas from civ, mostly it is completely new and unseen anywhere else, and it has lots of realistic features though great compromises have been made in favor of gameplay. I think this model will give the player lots of fun and interesting things to do, without restricting us to model the world realistically in other models. This model is the most basic aspect of the game, along with the map, so please pay attention to it and help to refine it and correct the possible mistakes. This is in no way final.
Also this is more a collection of ideas for the future model than a finished model. Many things need better declaration and fleshing out. But the version number is 0.3, so it indicates lots of things are yet to be done. I intentionally stepped over 0.2, because I think the progress has been larger than only one tenth. Also I think version 0.2 has been created in the thread of the version 0.1, but it was never published as its own model.
Please note!
This model is far from finished - even far from the version 0.3. I have been reading through the old population thread, and will add the things discussed there, but haven't finished that yet. Also in many places, especially population, I have lots to add. Just because this has already taken quite much time, I thought that it would be good to show you my work in progress so you can have an idea of what I have in mind, and possibly get some new ideas from it. Please tell me if you think something can be done better. I will update this model later, when I get it finished; though every time I have said this earlier I haven't done it. There's hoping this time I will.
Also this rough draft is quite messy, and might not give the best vision of the future model, but I hope it's of use. Anyway, share all ideas with us, please!Definitions:
Region = the basic unit of government; region is an area of land. It and its people are governed by a single authority, which is in turn responsible for a higher level authority. Region is a supergroup; depending on the status of the region within the empire and the way it's governed, the regions can be states, provinces, colonies, protectorates etc.
Population = a group of people living in a specified area, usually a region. Population contains all people living in the particular area, and classifies them with different properties to model the behavior of the people in the game situations.
Improvement = a human-made structure or a group of structures which improves the land it is built on. The improvements in GGS are specifically region improvements; they are built in map screen, within the area of a region.
Regions:
In the game, region is defined as an area of land controlled and governed by a capital city of that region. Player starts the game by choosing the location for his capital within a defined area, the land inherited from the ancestors of his people. There will be also other cities in the region, but capital city is the one that controls the land and people.
Player fights to increase the land area of his people, thus enlarging the region. Basically this is done by "conquering" tiles - adding them to the region, possibly by military power. Also as the player keeps building his region, its area grows, if there is free space for that. To be able to hold the acquired land, though, is a completely different matter. It requires military control (especially if the conquered land has got population), possibly building some roads and other things etc. Your tech level and region infrastructure (roads etc.) decides how large the regions can be without causing trouble.
So, region would be much like the city radius of civ2. There are many important differences, though. The region is basically considered as the city radius of the capital city, but there would be also other cities in the region, and all cities would be the same; this is explained in the Improvements section later. Also the region can have any shape and its area is limited by some factors, but can be theoretically as large as you like. Further, the player would improve the region by building improvements, but these work differently from civ2 improvements. This is explained later. So, basically the region idea is the same as city of civ2, but greatly enhanced, without losing the simple and attractive gameplay of civ. This fulfills quite well the philosophy I mentioned in the beginning of this text; we take the best ideas from earlier games, then we take the demands of realism we have created for ourselves. Then we combine both of these, making compromises as necessary, without sacrificing too much of neither. I think this is quite well achieved here, but I'm biased. Please be my judges.
I think it might be possible to have primitive people, by having regions without cities - so, only land areas with people on them - So they are not organized, thus simple to handle. Basically the land would have many tribes from the same "nationality" that work independently, but could evolve into a real civilization. This way, we could have nomadic and hunter-gatherer tribes quite easily... but we'll see.
Population:
This is the most unfinished section. The class stuff is missing, like also most population statistics... it has currently only some general things.
Population symbolises the people of one region. There could also be statistical populations for the civilization's population. Basically the population object holds info about the statistical properties of the people in that area. People would be categorized in several ways; first of all, there would be urban population and rural population. Urban people live in cities, and rural outside cities.
Then, people would have nationalities; this is the civilization to which the people feel to belong. Conquered people usually preserve their national identity for a long time. Also people would have religious affiliations. Finally, people would be classified according to their work and social status. Each combination of these can form a group, which fights for something; how groups work, belongs to the government model.
People would have also some general properties, that decide their productivity and reproductive rate. These would include things like age groups (0-10 years old, 10-20 years old etc.), workhours, nutrition, efficiency etc... I will work on these later
Then how should we store this data? My idea is, that we have a list of objects. For each combination of nationality and religion, we would add an object to the list. Each object would then have the total amount of people in it, and the amount (or percentage) of people in each social class/profession. Also in the population object would be stored the total amount of people in the whole population, and the the total amount of people in each social class. Then what about rural and urban people? Should we have a simple figure with the amount (or percentage) of people in each, or should we store the class etc. data for both? This area is the one that needs most discussion right now, since it is a little fuzzy for me. The general properties listed above, would be stored once for the whole population, because we can assume that those would be much the same for every group in the region. Though some properties could be useful to store for each group; this way we could model oppressive actions towards some group. For example, some group could be paid less for their work, or they could be demanded longer workhours. I think this system would allow quite well the group system proposed by VetLegion, though I won't touch that in this model; it belongs to the government model. I wish for some discussion on this matter, since it's the most unfinished aspect of it rith now.
For each map tile, we would store the amount of people living on it. This feature has been debated a lot, but I think it is so vital for many things in the game, including production, diseases, and warfare, that it should be added. Though if we come to conclusion, that it is too much, we can live without it. But let me explain this.
The largest downside from this idea is, that it will consume lots of memory; with 2 bytes per tile, we could have only 65000 people per tile, so we could not have very big cities. 4 bytes is the next option, which would give us 4 billion people per tile, which would be waste of space. 4 bytes per tile with a million tiles would mean 4 megabytes only for storing the amount of people in each tile; and, most tiles would be uninhabited for all game (ocean tiles for example) so this would waste lots of memory. But I have an idea to reduce the memory needed. It is possible to make a system, where we have three tile types in population terms: uninhabited tiles, for which we would not store the population amount, rural tiles, for which we could use 2 bytes, and urban tiles, for which we could use 4 bytes to store the population amount. But would about 65000 people be enough for rural tiles? I don't know, but it should be fine for us. We could of course decide, that the tiles with more people than that are always urban.
Another problem in this idea is, how to inhabit the tiles with people. It could be really complex, and use lots of cpu time, if we want too much realism. So, I suggest that we use this system similarly to civ2 system, where workers were working the tiles and producing stuff. No, please don't freak out just yet - this idea in civ was ingenious, and quite realistic; people live in tiles and produce stuff in our world, too. We would just make that idea better. Instead of having only one population "unit" in each tile, we would have the real amount of people. Player would build improvements, that allow production of things; that would create employment for the people, and they would "move" to the tile, if there is no better work available elsewhere. So player would _not_ move the people around like in civ2, they would move on their own. Also there would not be a city radius, but the people could be anywhere within the region area, which could have any shape and (almost) any size. A system similar to this would be needed anyway to handle the production, so this way we can hit two or more targets with one shot.
Immigration: this is quite significant thing. Without it, it would not be very profitable to create new regions, since people multiply quite slowly. Basically there would be two kinds of migrations: inside each region, and between regions. Inside regions, people move between tiles in search for work, land or food. This would be quite simple to do, completely automatic and also quite logical. Immigration between regions is a more difficult matter. Basically we would have some (small) percentage of the people, that would like to move to another region. This percentage depends on how crowded their home region is, how much food is available, how much work is available, and what the tech level is. Some people of those would decide to stay in their original region after all; the others would move most preferably to other nearby regions of the same civilization; then farther away; then to closely related, nearby civilizations (if such thing is modeled); then to foreign civilizations. Everything depends also on how freely the target region allows the people to migrate in, and how willignly the source region will allow the people to go. But this is quite straightforward, it just needs some balancing.
Improvements:
Earlier civ games had city improvements and tile improvements. In our game the region is the basic unit, and they cover a large area of map, with several cities. So, in our game, we would have region improvements. They would be human-made structures, or groups of structures, which the player would order to be built and which his people would build to him, much like the city improvements in civ2; so, settlers would not be used. Instead, the player places the structure on the map, which starts a building project; this creates employment for his people. If there are workers available, they will start building the structure. The more people he can get to build it, the faster it would be built, though there would be an upper limit for each project, of course. Player could also force his people to build, or bring slaves to build it, but basically the people would work on their own.
Capital city of a region is the basic improvement. In the beginning of the game, the player chooses the location for his capital city, and it is built like other structures. To get more regions, the player needs to order the building of a new capital city somewhere on the map. For it to be built, some people will need to be willing to become settlers; they would move from their homes to a new area to build a new region. So, basically the game situation decides when the players can claim new areas of land; low on food, employment, living space etc. Of course the player could force the people to move, but that might also have its downsides.
There would be many cities in the region, all cities would be the same; tiles with urban population. Their improvements would decide how they work, and they would just produce stuff for the regional stockpile. Usually those cities would be created automatically around important player-made improvements, but the player could also build cities on his own, if he decides; those would be special improvements. The region capital city would have a special improvement, which would give a special position for it, but basically also it would be like all the other cities.
It might be a good idea to have "hit points" for the improvements, so they could be damaged by military attacks or lack of upkeep. About upkeep, each structure would require certain amount of workforce, resources and money to keep it in good shape. If the upkeep is not adequate, it will start to "recieve damage"; when the amount of hitpoints reaches a level which can be preserved with the current level of upkeep, it will settle down. Upkeep will also create employment for your people.
The "City" improvements could be called infrastructure, which would have a level on it. It will decide, how many people can live in the city comfortably. Building a certain level of infrastructure would create certain amount of employment. Also upkeeping it would employ the people. Cities could also have hitpoints, which would tell, how badly damaged the infrastructure is - damage would not decrease the amount of infrastructure. This would be useful especially in the modern times, when bombers can seriously damage the city's activity. Mostly the building of better infrastructure would be automatic, but of course the player would need to fund that.
A special kind of improvement could be "production capability". Instead of building factories or manufacturing plants, we would build production capability, which would include facilities to produce things and the necessary infrastructure for it. The capability would be an improvement, which has a level attached to it, quite like infrastructure with cities. The level of this improvement would decide, how much work would be available for laborers, and how much things can be produced. If we want to be extra fancy, we could have many kinds of production capabilities; basically for war machine industry. So, we could have "aircraft production capability" in a city, and you could go and bomb the capabilities of your enemy, to fight for air superiority! This might be an important strategical element in warfare, and we would not need very many of these capabilities, but we can live without it and have only one, if you think it's too much. "Production capabilities" would of course always have a city around them; so, cities would be the centers of production. Notice that the production capabilities don't necessarily mean factories; they can be also artisan workshops and such, so this is not only modern world improvement.
Another improvement with a level could be "energy production". It would work much like other kinds of production, and would be a key aspect in modern world.
So, basically my idea is, that about everything that the player builds on the map is improvements; they would be "building blocks" of the human world. What blocks there are, decides how the region works. Cities would not be like in civ2; they would be tiles with urban population. They would have an "infrastructure" improvement. They could also have other improvements, like production capability. Region capitals could have some kind of special improvement, like office buildings for housing the bureaucracies of the region. Also this could have a level to decide how heavy bureaucracies the region has, partly deciding how large the region can be. This system would be simple to do, simple to handle, and it would add quite high level of player involvement, though it would be easy to automate most things in it.
Here is a list of improvements I think should be there:
-farming areas or farming capabilities
-fishing -"-
-mining capabilities
-cities/infrastructure
-bureaucracies (kinda like the palace of civ2)
-temple/cathedral etc. (only the largest structures, really significant sanctuaries)
-perhaps a region-wide religious system could be built and upkept?
-academies and universities; these are significant, would work differently than civ2 ones
-perhaps large libraries in ancient times.
-in modern world perhaps a regional public library system could be built and upkept?
-perhaps also a public school system?
-roads (leading from point A to point B instead from being tile improvements)
-canals (likewise)
-dams, basins, large hydro plants
-large monuments, perhaps like wonders
-colosseums, theatres etc. could also be regional systems?
-water supply systems likewise? (aqueducts, reservoirs etc.)
-power supply systems likewise?
-military bases, garrisons, barracks, fortifications, naval and air bases
So, most improvements would be structures that would be shown on map as small icons in appropriate tiles. Each one would have hitpoint value, also perhaps an "armor value" deciding how difficult it is to cause damage to it with military actions, and some would have a level attached to them. There could be some improvements that would not be shown on map, but instead they would be regional systems. Basically only the largest structures would be on the map. Military bases could perhaps be constructed from pieces; they could be combined from a set of fortifications, accommodation room, training areas, radar systems, supply systems, storage space, defensive armament etc.
This system would make the cities the centers of production and government, and they could also be made centers of trade, but that doesn't belong to this model. But, the importance of all cities would be made secondary to the importance of the region. Cities would have some level of individuality, and they would produce things for upkeeping their own city and preserving their own lifestyle, but they would be subordinate to the region, and would produce things also for the common stockpile. So I think this system would solve most problems presented about regions and population, and it would also achieve all the goals set for it. It would be quite realistic, give lots of freedom for the creation of other models basing on it, and would have quite good gameplay. But that's what I think, please give me your opinions of it.
[This message has been edited by amjayee (edited January 18, 2001).]

Comment