May 13, 2001, 11:24
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#1
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Local Time: 03:01
Local Date: October 31, 2010
Join Date: Jul 1999
Location: Gent, Belgium
Posts: 10,712
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Unofficial poll regarding shields, goods, labour...
The post below I made in cyclotron7's thread about the resource system.
quote:

cyclotron7
"Shields already limit unit speed. Having surplus iron does not make building things go any faster... that depends on the manufacturing capability of a city, which is represented in both Civ2 and probably Civ3 in shield form."
Shields representing the manufacturing capability of a city? Perhaps I misunderstand you, but if I don't, you have a wrong image of what shields are.
What affects the manufacturing capability of a city? First of all, the population size of your city. The more people, the more workers. The work one person can do, can be increased by several things, such as animal power, mills, factories, etcetera. In short, the manufacturing capability is the same as the amount of 'Labour' a city has. Something you discussed about with raingoon, by the way.
Unlike what you seem to claim, shields has nothing to do with Labour. As is shown by forests and mined hills, shields represent the resources, the raw materials needed to construct things. But wait, isn't that exactly what Firaxis' 'goods'-system is meant to represent? Yes, it is! So, actually the old shields-system and the new goods-system are almost the same. The only difference is that in Civ3, the goods-system represents specific resources, while the shields-system represents basic everywhere-available resources. In other words, unlike what you claim, having shields, nor goods, doesn't make building things go any faster. It's Labour!
But it's unlikely such a 'radical' system will make it into Civ3. However, a few weeks ago, I thought of a way, by modifying some rules, to realisticly represent Labour (+ food, population growth, recruitment and diseases)in Civ3, even if it keeps the old Civ2 food&shields-system. The only problem is, I need a Labourer specialist for that purpose. So you can imagine I was disappointed when I read somewhere on the Firaxis site that the player would be able to convert his citizens into taxman, scientist and entertainer specialists. No mentioning of a Labourer specialist, giving you a certain amount of shields. Therefore I would like to propose the following, small, not radical, not difficult to program addition to Civ3: (I really hope Jeffrey Morris, Dan Magaha or Chris Pine read this)
GIVE ME A LABOURER SPECIALIST!!!!
I will start an unofficial poll on this. Please vote. 
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Thus, a poll. 
The options I propose are:
I want a new Labour system: 0
Civ3 system fine, but I want a Labourer specialist: 1
The current Civ3 shields&goods system is fine: 0
The Civ2 shields system rules: 0
Don't know/don't care: 0
M@ni@c
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May 13, 2001, 13:13
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#2
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Chieftain
Local Time: 01:01
Local Date: October 31, 2010
Join Date: May 2001
Location: Natal, RN, Brazil
Posts: 44
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I want a new Labour system: 0
Civ3 system fine, but I want a Labourer specialist: 2
The current Civ3 shields&goods system is fine: 0
The Civ2 shields system rules: 0
Don't know/don't care: 0
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May 13, 2001, 13:50
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#3
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King
Local Time: 17:01
Local Date: October 30, 2010
Join Date: Apr 2001
Location: California Republic
Posts: 1,240
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I want a Labourer for food, a 'Venture Capitalist' for production, and "merchants' for trade
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Its okay to smile; you're in America now
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May 14, 2001, 13:07
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#4
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Local Time: 03:01
Local Date: October 31, 2010
Join Date: Jul 1999
Location: Gent, Belgium
Posts: 10,712
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So an agreement of 100%. Quite nice. 
Unfortunately no important issue at all for most people. I guess how the hat of the musketeer looks is much more important.
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May 14, 2001, 13:14
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#5
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Emperor
Local Time: 02:01
Local Date: October 31, 2010
Join Date: Mar 2000
Location: London, UK
Posts: 3,732
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The thread you referred to has gone on to undermine the premise of your thread. Workforce/labour devoted to industry creates the initial shield pool which is then multiplied by industrial enhancements like factories. I'm quite happy to have labourer/farmer/merchant specialists like in CtP2 but only if they add a value to Civ III that cannot be obtained using its current approach. Specifically placing workers on tiles that are more sheld/food/trade producing is enough for me otherwise.
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May 14, 2001, 13:19
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#6
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King
Local Time: 20:01
Local Date: October 30, 2010
Join Date: Feb 2001
Location: Hartford, CT, USA
Posts: 1,501
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May 14, 2001, 16:09
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#7
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Local Time: 03:01
Local Date: October 31, 2010
Join Date: Jul 1999
Location: Gent, Belgium
Posts: 10,712
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May 14, 2001, 16:31
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#8
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Deity
Local Time: 21:01
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Dance Dance for the Revolution!
Posts: 15,132
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I like the idea for a labor (and merchant, cleric, etc., tho' NOT "venture capitalist") specialist, but I don't think we'll get them.
It's not going to be civ3, but it'll be beyond civ2.5. More like a civ2.85.
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May 14, 2001, 20:06
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#9
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King
Local Time: 17:01
Local Date: October 30, 2010
Join Date: Apr 2001
Location: California Republic
Posts: 1,240
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So instead of venture capitalist, maybe Factory Owner.
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Its okay to smile; you're in America now
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