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Andreiguy
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Civ's city system seems fundamentally flawed.
First of all, cities should contribute to the NATION, not just to themselves. The player could then assign revenues to specific cities.
A specialization (which could be made after a city reaches a size of 4 or 5, say) would not mean that a city is bound to that, for example a trading, industrial, or administrative city would produce some food, but after a point would need to be supported from the national supply.
Specializations would give specific targets in war, for example, a targeted attack on industry, a blockade of a trading city, or a "shock and awe" attack on an administrative city.
TRADING City - (Hong Kong, China) Such cities would bring wealth to the nation. They would not have to be on water, but would have very large bonuses if they were, especially in the early ages.
INDUSTRIAL City - (Detriot) Such cities would produce units and provide shields for large improvements and wonders in other cities for a nation.
AGRICULTURAL City - (Kansas City) Just because cities like Kansas City are centers for agriculture doesn't mean they're the biggest cities...In Civ 3, they would be. In Civ4 they could support the other cities with food.
ADMINISTRATIVE City - (Denver) Like the effects of the Forbidden Palace, these cities would have no corruption and would dramatically reduce it around them. Capitals would not have to be administrative, but would be by default.
RESEARCH City - (Space City, Russia) These cities would have huge research bonuses, but would be severly hampered in growth if not supported by other cities.
ENTERTAINMENT City - (Los Angeles) These cities would bring large happiness bonuses (depending on size) to the entire nation.
Once a city reaches a certain size, it could double, triple, etc. up depending on its surroundings.
New York, size 30, for example, could be TRADING, INDUSTRIAL, and ENTERTAINMENT.
In a national system, shields could then by traded via diplomacy. This would be much more realistic.
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pedrojedi
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of old men bearing big Ankhs
Nov 2002 time: 02:27
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That's a great idea! But it would be definitely be a Civ4 trait, and such change in the mechanics of the game would require a a lot of change from the current systems, to make it feasable but not too easy to kick some AI ass, since such changes would definitely benefit the human player, IF the AI of civ3 were applicable in this setting.
Advantages of this system would be a new "environment"/map that would could use, in a simple way: an in-nation trade-route map, making trade routes through the civ linking cities with happiness, food, and the player must set the optimum distribution.
There's also another opinion... Such configuration already exists, but in a much less detailed degree. You can set a city to be commercial, agricultural, scientific or productive, just by choosing some city improvements and not building them in other cities. The flaw is, you'll have a great disadvantage over the AI and there are no trade routes to bring a high happiness city's happy resources to a productive sad city with low resources.
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Spiffor
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CPA - Evil Clone brigade
Nov 2001 time: 06:27
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I think city specialization will be done naturally if there is a comprehensive way to trade food and shields between cities and civs.
For example, if food can be traded, a city surrounded by hills becomes a viable site, bent on producing massive amounts of shields. If food can be traded, you can turn the whole population of your Newton's University city into scientists, and let them get fed by cities whose sole purpose will be agriculture (that's assuming scientists' output rises when there are proper improvements). If shields can be traded, your remote island city can become a naval powerhouse.
Some time ago, I thought of an easy interface to trade food and shields.
The basic principle is this : you take some food from a connected city, so that it gets pooled, and you give this pooled food to another city. No caravan units, no bilateral logic. The logic is not "City A sends food to City B". The logic is 'City A gives food to the nation's pool ; City B takes food from the nation's pool".
More precisely, it could like like this. Here is City A :

Notice the +and - buttons left of the bar. By clicking the - button, you take food from the city to give it to the pool.
Once you have taken 2 food, the trade advisor could look like this :

There is now food City B can use.

Click on the + button, and voilą ! City B will grow again.
Same mechanics with shields. Food and shields in the "pool" would be tradable with other Civs the same way as resources and luxuries.
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Fishman
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I've found that some city specialization happens because of terraine and wonders. Iron Works, collosus, Newtons create city specializations.
As more of a builder type myself, most primary cities tend to get the same buildings. More building types might be the answer.
Have you tried Kal-el's Double your Pleasure mod?
With so many more wonders and buildings and slower growth, city specialization is more important.
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JRK
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I like Spiffor's +- idea on food trade--it is very simple and would be easy to implement--but it does not allow for an easy method of introducing waste/corruption. If your two cities are land-locked and a thousand miles apart, it is difficult to see how that would be able to be treated as differently as two cities twenty miles apart and connected by a river. I think city-city trade routes are still most appropriate, with a portion of the food rotting before its arrival.
Also, the cost of the food route could be taxed if it goes through another nation or it could be made expensive if unnecessarily long. This proposal would definately be more demanding (concerning micromanagement) than the pooling idea, but I can't see how the other way would possibly deal with the differentiated corruption of very distant and very proximate cities.
Of course, when dealing with civ3 it is a reality that we seriously need to avoid more micromanagement
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JRK
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Also, concerning shield-sharing. I'm not exactly sure what the game considers a shield to be, but it seems as if at least some of the problem could be rectified if workers could be regarded as extra production. If you pool fifty workers together, it seems as if you could get some public works projects done a bit sooner.
Maybe if we called them engineers in the modern ages...
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JRK
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I should probably add something about group movement on this. I don't want to be moving my fifty workers around every couple of turns
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:27
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quote: Originally posted by bobbo008
or how about building a "mega" thing, like a huge dock... in my current game, my best port can build a battleship in 2-3 turns (i forgot which). it would be cool, since that's all the city produces now, since they're experts at it now, you'd think, they would become "prized" battleships, maybe elite automatically or something. |
hi ,
, a small wonder " dry dock " , great idea
it should help to speed up the repairs on both your own and allies ships , one extra commerce for the city that build it and it would allow to build a type of UU naval unit , like the yamamoto or a large more powerfull ( only one for each civ ) battelship
have a nice day
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MoonWolf
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Actually it can be done very simple without any central pool. To summarize the ideas I here, I suggest the following:
-Have +/- to decide how much the city should contribute to the empire of food and shields
-Let the corruption affect you gold pile, not the individual city
-Make some local adjustments for trade/science be possible. Scientists are also paying taxes, so no city should be without income
Panag, liked your "dry dock" idea! Made me think if I could make something possible in Civ3, but how to make bonuses available when only building certain units? Hmmm....
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:27
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quote: Originally posted by MoonWolf
Actually it can be done very simple without any central pool. To summarize the ideas I here, I suggest the following:
-Have +/- to decide how much the city should contribute to the empire of food and shields
-Let the corruption affect you gold pile, not the individual city
-Make some local adjustments for trade/science be possible. Scientists are also paying taxes, so no city should be without income
Panag, liked your "dry dock" idea! Made me think if I could make something possible in Civ3, but how to make bonuses available when only building certain units? Hmmm.... |
hi ,
thanks for liking the dry dock ( panag thinks back when he was asking firaxis for a 360 X 360 map and everyone told him it was not possible )
well there are several buildings that civ III could use to build certain units , but the problem is the coding , .....
Gramphos , any ideas on this
or could Mike or Soren take a look at it
anyway , it remains a great idea for an XP or civ IV
but who knows , look at the large map , everyone told me i was nutz , but after a long talk in a chat with firaxis , surprise , surprise , ..... so who knows what lays around the corner , ....
have a nice day 
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MoonWolf
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quote: Originally posted by panag
well there are several buildings that civ III could use to build certain units , but the problem is the coding , .....
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It can't be that impossible. Like it is now, you can set paramaters that won't allow you to build certain buildings until you have an other one (like you need library to build university). If a simple patch can add this to units, the problem for specializing in unit production is solved.
Let's make an example with your "dry dock". This can of course only be built in coastal cities and as a small wonder. This building must be present to be able to build e.g. a certain battleship that are greater and/or cheaper (cheaper to simulate more efficent production). As this battleship can only be build in a city with the "dry dock", it is specialized!
Yeah, I like big maps too! I might only play on the smaller ones if I'm playtesting something.
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