Well, I carefully read all posts in the thread and these are my compiled thoughts on the subject. They build upon much of what what already been mentioned before. Since I did not post much on this subject it kinda my introduction into it.
I visualize the settling and migration in the following way:
It should be an easy task to do in the game, as it can get quite tedious after a while.
The player select(s) desired city location(s) on the map, and there would be a routine to check it is not to close to another city or imposing any other restrictions. This location then gets added to the city list in the game.
The player then (optionally) allocates some funds to an economic task to help promote migration between cities.
That's it, the player finished his tasks and the migration model takes over.
The migration model is not very well defined but I visualize something like this:
It shuffles people around between the cities, based on many factors that would need more thought to be well defined.
For starters there could be:
- overpopulation in source vs available free room in destination: People desire to move from the large crowded city to the peaceful smaller towns.
- available natural resource in destination: There are a lot of good opportunity for work or making a good business.
- food production vs population in destination: abundant food.
- infrastructure: seeking the diversity of services.
- entertainment/culture: seeking the easy life and to fulfill the need to be entertained or awed by a wonder.
- educational: People move to complete advanced studies.
- the fund allocated to promote migration: Tax reliefs in the less desired areas, commercial campaigns etc.
- the promise of new land: Just started colonies have a special attraction fading with time. People might be given land for free if they move there.
- random events: Gold rush! Closing of the industry that mantained the population of the city.
This model could lead to people leaving a city and people moving to the same city, in the same turn. Just like real life.
The factors might change during the years. Like the abundance of food gets less important when the food can get transported into town in a reasonably fast way.
Some kind of calculation could be done to determine the amount of people moving from one location to another. That would depend upon the attracting factors in the destination site. A migration/immigration total could even be shown for each location in a screen the player can call up if he likes it. Could also help the player to detect any growing problem in a
city (lack of infrastructure, no natural resource, lack of food/farming etc).
Why do I like the migration model to simulate colonizing?
Well, colonizing a new city is basically people who move from one city searching for a better life.
When someone moves from one already settled city to another they are doing the same, searching for a better life.
So I think these processes could be generalized and put under the same control.
If the player feel he needs more control there could be a screen to distribute the migration funding between all available cities, where the player input the porcentage of 'support' he wishes to give to the promotion of one city over another. 0% would mean no special advantages or no commercial campaigns.
I did not give any consideration to a path to the selected city site. I am sure we would find a good solution there.
Actually all this thinking brings up a question. How is the infrastructure of a city built up? Who is in the control, the player or the game?
As for the ideas on nomads and nomadic civs I really like them. The horse thing should be played down though. The Vikings ravaged Europe for quite a while, and maybe their most important weapon was the longboat . . . it allowed them to do the raids they wanted to. And allowing several military units (or better called 'armed nomads with some organization') per nomad unit sounds like a good idea to me.
I visualize the settling and migration in the following way:
It should be an easy task to do in the game, as it can get quite tedious after a while.
The player select(s) desired city location(s) on the map, and there would be a routine to check it is not to close to another city or imposing any other restrictions. This location then gets added to the city list in the game.
The player then (optionally) allocates some funds to an economic task to help promote migration between cities.
That's it, the player finished his tasks and the migration model takes over.
The migration model is not very well defined but I visualize something like this:
It shuffles people around between the cities, based on many factors that would need more thought to be well defined.
For starters there could be:
- overpopulation in source vs available free room in destination: People desire to move from the large crowded city to the peaceful smaller towns.
- available natural resource in destination: There are a lot of good opportunity for work or making a good business.
- food production vs population in destination: abundant food.
- infrastructure: seeking the diversity of services.
- entertainment/culture: seeking the easy life and to fulfill the need to be entertained or awed by a wonder.
- educational: People move to complete advanced studies.
- the fund allocated to promote migration: Tax reliefs in the less desired areas, commercial campaigns etc.
- the promise of new land: Just started colonies have a special attraction fading with time. People might be given land for free if they move there.
- random events: Gold rush! Closing of the industry that mantained the population of the city.
This model could lead to people leaving a city and people moving to the same city, in the same turn. Just like real life.
The factors might change during the years. Like the abundance of food gets less important when the food can get transported into town in a reasonably fast way.
Some kind of calculation could be done to determine the amount of people moving from one location to another. That would depend upon the attracting factors in the destination site. A migration/immigration total could even be shown for each location in a screen the player can call up if he likes it. Could also help the player to detect any growing problem in a
city (lack of infrastructure, no natural resource, lack of food/farming etc).
Why do I like the migration model to simulate colonizing?
Well, colonizing a new city is basically people who move from one city searching for a better life.
When someone moves from one already settled city to another they are doing the same, searching for a better life.
So I think these processes could be generalized and put under the same control.
If the player feel he needs more control there could be a screen to distribute the migration funding between all available cities, where the player input the porcentage of 'support' he wishes to give to the promotion of one city over another. 0% would mean no special advantages or no commercial campaigns.
I did not give any consideration to a path to the selected city site. I am sure we would find a good solution there.
Actually all this thinking brings up a question. How is the infrastructure of a city built up? Who is in the control, the player or the game?
As for the ideas on nomads and nomadic civs I really like them. The horse thing should be played down though. The Vikings ravaged Europe for quite a while, and maybe their most important weapon was the longboat . . . it allowed them to do the raids they wanted to. And allowing several military units (or better called 'armed nomads with some organization') per nomad unit sounds like a good idea to me.
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