Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Alternative Civs > Alternative Civilizations > Ideas On Production
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
04.Sep: `FC` 2.0.5 COMPLETED AND RELEASED
27.Jul: `FC` 2.0.4 COMPLETED AND RELEASED
16.Jul: `FC` 2.0.3 COMPLETED AND RELEASED

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
tishco is offline tishco
Prince
of rambling for the uk
Aug 2001
time: 05:18
Lightbulb  Old Post 02-04-2002 16:48
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Ideas On Production Increase the size of your Attachments

This is just and idea I came up with that anyone can use in his or her (wow a politically correct spellchecker) alt civ project, (including Firaxis on civ4)
Instead of the normal civ way of production I have another idea,
It can be broken down into:
Wages and Workers
Slaves and Costs

In the democratic governments you set up how much wages the jobs of production and farming (and other things your alt civ will have, like research) each have. The higher the more population will work there, so you will have a wages and people working there indicators in the job area/box, one area/box for each job sector.
You will also have a pop percentage indicator, e.g. a pie chart, showing the percentages of people are working in each area, and then how many are doing nothing.
Over each age/years/turns your peoples wages will go up and you will have to pay more so the effect that happens in civ: you get ludicrously rich by the end, doesn’t happen as much

In communist or despotic governments you can make this into work camps or slaves or whatever:
You choose how many people work in each sector and no one slacks off, the other cost you have is the cost of keeping the slaves alive. This means you can choose whether you kill them all off by looking after them but having more money (or possibly getting the job done quicker)
Of course the disadvantage is the pop growth is less and pop loss is greater.

This can tie together with resource systems being used.

Hope all the projects are going well even tho the forum is stale

Tishco

Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
Canton, MI
Jan 1970
time: 00:18
  Old Post 02-04-2002 17:50 Visit Mark_Everson's homepage!
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Re: Ideas On Production Support Apolyton or Terrorists Win

Hi Tishco:

Yeah, this place has been deader than a very dead animal with "I'm dead" written all over it in big red letters...

quote:
Originally posted by tishco
In the democratic governments you set up how much wages the jobs of production and farming (and other things your alt civ will have, like research) each have. The higher the more population will work there, so you will have a wages and people working there indicators in the job area/box, one area/box for each job sector.


On the wages idea, my quibble with you is that you still are assuming the same old dumb command-type economy that is in all the genre. Even if you're a democratic civ you still tell people exactly where to work. In your case its just implemented by wages you put in the interface, unless I'm misunderstanding your approach.

We've already got something more sophisticated planned in Clash. The economy in demo 6 already runs like a real market. There is a market for goods, and prices depend on supply and demand. People work where the returns for their work are highest (in a market economy, for the other types, command and traditional the results are different). To implement something similar to your wages idea, in the future we will allow the player to incentivize or tax different sectors of the economy. In a market economy this will result in more people going into sectors that are incentivized than would otherwise be true.

The idea on ordering people where to work in a command economy is a good one, and we need to think of a way (maybe using yours) to handle this. But again, this is only true for a command economy. In a market economy the central government does not attempt to tell people where to work directly since the structure of the economy and any incentives let the people do that for themselves. If you're interested you can check out the Economy page off the clash web page. I'd sure like to hear your ideas on implementations of the sort you discuss here!

Cya,

Mark

tishco is offline tishco
Prince
of rambling for the uk
Aug 2001
time: 05:18
  Old Post 03-04-2002 14:53
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Increase the size of your Attachments

i didnt really know where it could go, it depends on which alt civ project.

i though possibly not using it with porduction but with sectors of work being set jobs or something

it wouldnt really work in democracy i suppose with a project like yours, but a simpler one it would be easier.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:18.
Apolyton Time is 00:18.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0304 seconds (84.73% PHP - 15.27% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net