Ok. I am puttng fusing several suggestions together in 1 post. Without focusing in one particular idea, it can be confusing. So let me elaborate the main point of the idea.
So far, food and prestige cannot be stored/accumulated globally in beta. I want that changed. If they can be stockpiled, it mean it can be traded or used for real special occasions.
While suggesting any new feature will surely increase complexity of the game, I think the OP additions are worth the trouble, as it is easy to grasp and execute. I have kept this in mind when suggesting OP.
One thing I think is missing from the current system is city placement decisions having a larger impact. Currently, all i need to do is build a city close-ish to a resource or two, and I can make the city awesome if I choose to put the population there. Perhaps there needs to be a mechanic in place that requires certain characteristics of the surrounding countryside of a city to make people want to settle there. Meaning, not Every city is able to be housed up to lvl 5, rather a mix of huosing + gographical features are required to get a city beyond lvl 3.[/quote]
[quote who="Frogboy" reply="25" id="2595415"]
I think that could be resolved by looking to the real world: Water.
Lack of access to water, particularly fresh water has been the key limiter historically.
Right now, because the river system is being redone, the world doesn't have rivers in it. But it will in Beta 3 again.
Thus, you could have some sort of sanitation system (Aqueducts, Wells, etc.) could be improvements that show up only for level 3 and higher cities and provide a % bonus to existing housing and they can only be placed on tiles that have access to water. No water, no Aqueduct. No Aqueduct, getting to higher populations much harder.
I believe if water is considered in EWOM, there can be more entertaining way to implement than what Frogboy mentioned.
Water should be locally stockpilable and perish instantly. What I mean is the production of water is restricted mostly to the ground beneath the city. If it is not used locally now, it is quickly evaporated. And it is economically infeasible to transport freshwater, so it exist only in the city's 'local warehouse' (very different from food or other materials). Citizen drink 1 unit of water per turn. If there is insufficient water supply, people leave the city. Similar to houses in this context, it limits the population of any city. But different to houses/food/prestige, you cannot 'build' water supply.
In the OP, I imply the reason why there is water underground is because the SOV spend the essence to create it. But the quantity depends on how much essence is spent. This require an interesting decision when player first establish a city. If you don't think this city will ever become L5 city, only spend a small amount of essence is needed. This city will not have enough water to grow beyond, say, L3. If somehow thisdecision was wrong, you want to have it grow to L5 instead, much more essence is needed to improve water supply later.
The most common and main form of freshwater supply is river. River can be fun if there are some means to dam it, re-route it, build water channels, by either mandune or magical means. OTOH, if river/freshwater have no impact to the population in the world of EWOM, there is no point to implement sophisticated river manipulation mechanisms.