Buildings Should Cost People (maybe?)
Essentially what I’m proposing is a simple work force. Where almost every building constructed would have 3 states. The reason for this is to make the population more important to the city itself. People including myself have proposed making a population below a certain percentage of a city’s base population for whatever LV affect production and / or income negatively. I thought of this to make the system a bit more precise and to give it a logical context.
3 States of most buildings:
Red (Derelict) - A building doesn’t have enough people to be operational.
Yellow (Functional) - A building has the minimum number of people for operation.
Green (Optimized) - A building has enough people to optimize work.
Walk through of the idea:
1. Buildings cost money and resources
2. However most buildings also need a certain number people to be operational
3. So when the sovereign decides to build a garden it might require at least 2 people to make it functional but 4 people are needed to make it optimized.
4. People can build their own homes where the sovereign has designated but they also need food to eat. (Or the Sovereign can build houses for them)
5. The sovereign’s nation needs to produce enough food per turn to feed his citizens.
6. Once a city levels up it can allocate more residential tiles to increase population. (Ignore if you build houses)
7. The more advanced a building is the greater the number of people needed to make it functional or optimized. Also some buildings' work force requirement will increase as the city grows. (Namely the command post)
My two favorite models plus the current one:
Current Model: The player needs food, gold, and resources to construct houses. Houses control your max population. Prestige determines a city’s growth rate. 2 part cost of “growing” a city (Prestige & Houses)
Model 1: The player spends gold and resources to construct gardens / farms. Farms feed a population. The player allocates residential tiles (or constructs houses) which in conjunction with food control a city’s max population. Prestige determines a city’s growth rate. Residential tiles can only be designated when a city is first founded or levels up. 3 part cost of “growing” a city (Food, Residential tiles / Houses, & Prestige)
Model 2 (fav): The player spends gold and resources to construct gardens / farms. Farms feed a population but population is also needed to make farms and other buildings functional. The player allocates residential tiles (or constructs houses) which in conjunction with food controls a city’s population. Prestige determines a city’s growth rate. Residential tiles can only be designated when a city is first founded or levels up. 4 part model for “growing” a city (Food, People, Residential tiles / Houses, & Prestige)
Closing thoughts
Some refinement would undoubtedly need to be made for this idea to work properly. The math is just filler to give this idea a body and I have no idea how the 2 working states would affect buildings. You could have optimized simply as a bonus or make functional reduced effectiveness. I think a city would probably need a higher starting prestige or so many people to flock to the city upon founding to avoid stalling the player initially. Balancing the number of people in a city’s work force to the total population would be the most critical part. The work force would have to be large enough to be a significant part of a city with the possibility of enough people left over for unit production if that is the kind of city desired by the player. With this system in place when a player trains a regiment or legion there can be dire consequences if the city used doesn’t have enough population to keep most buildings optimized or functional.