New Economic system
I moved this out of another thread so as to not derail the conversation.
You know what I think would work well to strengthen Navies and Air force, funding sliders. Hear me out, I think there should be the ability to divert income per turn into different major expendatures, such as national health care and military. Using this system, your units and/or population could receive certain bonuses and you nation would be more effective in those areas.
A few examples:
- Diverting resources into your navy could give you a modifier to range, or attack power
- Diverting into health care could raise population caps and increase happyness
- Diverting into National parks could decrease the effects of pollution and slow Global Warming.
Budgetting your country could become very involving with this system if handled right and could result in some very diverse and adaptable nations. As well a way to discourage massive changes to funding in a short period of time would be the element of rioting or panic in the streets similar to the Anarchy period between civic changes. Essentially this system probably could replace civics all together.
Of course, at this point in time the economic system in Civ 5 has probably been nearly finalised so I don't doubt this will not happen.
I think most of the core components are finallised, they are now seemingly at the point of finallizing content, aka, unit skins, civlizations, etc
I realise that, but it's still nice to theorize about what may or may not be in the works.
Naval vessels with zones of control. That way, there's no need to use one ship per tile to implement blockades. There has never been one game able to do this, in order to choke a Civ economically.
That kind of just seems like pointless micro to me. Maybe something that worked more passively like a civic would be interesting, but having to micro dollars and cents seems like too much busy work for too little strategic impact on the game.
yes, divert ur goverment reserve into different area according to different situation sounds sensible to me, no-one really tend to keep a great military budget during a peace time, right?
I suggested this in the other board, but you could basically accomplish this with a SMAC style civics system. SMAC allowed you to make choices aside from research vs money. These choices included boosting growth, military morale, environment, economic efficiency, espionage...basically exactly what you're saying.
I'm so mad my SMAC disc got scratched. That was a fine piece of videogame.
More like lower population caps and increase happiness.
Originally Posted by paradigmx
I agree that this would represent a pointless micro. The zone of control idea, on the other hand, that one might end up in the game.
Ability to Share Food
I would like to see more of an implementation of the resource movement system like a simpler version of what was available in Colonization. There really doesn't seem to be a reason for one city that is producing tons of extra food to not be able to at least prevent the starvation in a city that is only a couple of tiles away and connected via roads, waterways, airports, etc.
The ability to move hammers around, which you could essentially do in Colonization by moving wood around would be a little overpowered and would add a level of micromanagement that's really not in the scope of Civilization. I'm not asking for the ability to cause under-fed cities to grow, just the ability to stop starvation.
I understand that an actual mechanic might be hard to do, but at least a "Food Caravan" or a "Production Caravan" unit that takes time and resources to build and then has the ability to transfer some of those food and hammers to a city with of course some type of spoilage based on the age or techs discovered and the number of turns that the unit has been alive, to keep people from stockpiling too much, which could easily break the game.
And I don't really have to elaborate on the mod-ability of this functionality when you start to talk about Mars total conversions(or AC TCs *cough* if you don't give us one soon) with the ability to move res around with units. Not in the drag and drop sense of Colonization, but with particular units that have limited life spans and the ability to move particular goods.
Just a thought.
Civ5 is probably 8-10 months away from release, they have plenty of time to add something nice like this.
Originally Posted by Edgemaniac
Please read my post around these resources moving ideas and how to blockade or pillage them through military