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Trachmyr
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The Everglades
May 1999 time: 00:16
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Ok, I see your point about Starving cities.... but even in the way I suggested it above, the city has to be connected.
But I can see the use of a toggle button "Import Food" next to the draft/hurry Production Button.
Suggestion REWRITE:
Cities will have the option to import food from within your empire to battle starvation. A toggle button, appearing next to the "Draft" and "Hurry" buttons, will allow this city to participate in your civilization's food network. When activated, any turn that this city faces starvation, the city will import food from other cities participating in your "Food Network" that have a surplus. A city can only import food to cover starvation, not for growth. A city will only donate food if it has a surplus. Cities that have the largest needs import first (older cities win ties). Cities with the largest surpluses donate food first (smaller cities then younger cities break ties). The Governor can control this toggle if you allow him to, available in the governor menu.
This may be considered part of more advanced governments, such as Democracies and Communism, thus this option is only available to them (or any new governments created via the editor with this ability selected).
Thoughts? Comments?
I know this seems like a minor issue, but it breaks the Starvation/Growth cycles that can plague the late game. It will reduce micromanegent of workers to insure that cities produce "even" amounts of food.
It could be used to create a few cities with massive population... by using a worker/settler to "join population", then supporting it with food from other cities. I don't believe this would be an abuse of any kind, as the cities supporting the "extra population" wouldn't be able to grow as large, and we all know that specialist citizen are pretty much worthless (except entertainers).
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Green Giant
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That sounds like a good idea. Although I really don't have food shortages that much.
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Trachmyr
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The Everglades
May 1999 time: 00:16
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quote: Originally posted by Grumbold
Possible exploit: take a city that has irrigated grass squares and mined hill/mountain squares. Grow it to size 7 on grass tiles then switch it to producing from the industrial squares. It now has a huge food shortfall paid for by other cities and lots more shields than normal. Instant Wonder or spaceship building city. The AI would have to know how to min/max this with the best players, or the rules would force you not to adjust production if it would lead to starvation, causing player frustration if they needed a short term surge in industrial output. |
Well I have two thought on this... First off I think that "strategy/exploit" should be legal, and it would be excellent if the AI could understand it. However, I also realize that FIRAXIS isn't going to code the AI to do this since the game is already released. So, perhaps we can reach a compromise that limits the maximum number of imported/exported food to 3 per city. This puts it back in line with the ability of civ2 caravans, and requires no additional AI strategies. This way the maximum exploit would only be about 4 shields.
Sound better?
(Edit: Actualy the max. amount of food imported/exported can be a function of the government... say demo/com=3 and mon/rep=1 while des/ana=0)
Last edited by Trachmyr on 12-11-2001 at 02:30
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El hidalgo
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I agree with this idea. I would like to see the ability to export shields as well. After all, shields represent the productive capability and use of trees and metals, correct? These should be able to be traded (either between cities in your civ or with another civ) just as surely as coal, rubber, oil, dye, etc. That way a civ located on floodplains and grasslands could make a good bargain with a civ located in forested and hilly terrain. *Sigh*, I guess it was just not meant to be (though it would be great if it can be added). Good point about food spoilage. Maybe a salt resource could reduce this.
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