Bahmo
Feb 24, 2009, 05:59 PM
Some for technical purposes, some for gameplay reasons, and some for both...
Civics:
*We now have six Civics for most categories, so we'll need the blue box in the background of each category to be made 1/5 taller. Exactly how to do this I'm not sure, but I know that there was a tutorial here somewhere about it.
*The "Religion" category needs to be changed to say "Media." I sincerely hope it isn't the same text file as codes for religion elsewhere, because outside of Civics we need to rename it "Ideology."
Traits:
*While it would force us to revise coding for some more religious countries, I can make a strong case for not using the "Spiritual" trait at all, for two reasons. One is that we have replaced religions with cultures/ethnicities. While it does make sense to be able to build certain buildings in a city only if the relevent culture is present, it doesn't make sense to be able to do that any faster because you're a religious leader. Secondly, when we planned Civics, we addressed the issue of making government policies that are difficult/controversial harder to implement by increasing the anarchy time needed, sometimes by a great deal. So allowing a leader with the spiritual trait to forego this would be far too great of an advantage. Perhaps the effect of the Christo Redentor should be changed as well, but it's less pressing at the moment.
*The faster production of settlers from the Imperialist trait isn't very useful in a mod where settlers play a much-reduced role, and new territory will be accumulated through conquest. Thus, in addition to the general birth modifier, I advised the developers a while ago that we should grant the trait the additional bonus of a free city-attack promotion to all armored units.
*There is no use for walls and castles in this era, so perhaps the Protective trait should be given a bonus when building bunkers and bomb shelters.
Recycling Centers:
Keep them in the game, but change the effect. The main reason being both that they aren't realistic (Negating any unhealthiness from buildings doesn't make sense because you can't just recycle exhaust), and the second being that with many buildings added that will give much more unhealthiness, negating the effect of all that should be substantially more challenging. As to what the new effect should be, my idea is that it could give the city a base score of a few more health points, plus increased production and gold for every resource consumed.
Tanks and Armored Cars: My idea with regard to this would be that maybe only cities with factories and the right resource could build these strong armored units, whereas if a city doesn't have such assets, it can only build Technicals (Pickup trucks with mounted guns; good graphics have been made for Fury Road) and similar units. This seems realistic but isn't as important as the other points, and perhaps it's too much of a demand when weaker nations will already suffer at building tanks because they simply take a long time to produce without productive structures. Still something to think about, however.
Civics:
*We now have six Civics for most categories, so we'll need the blue box in the background of each category to be made 1/5 taller. Exactly how to do this I'm not sure, but I know that there was a tutorial here somewhere about it.
*The "Religion" category needs to be changed to say "Media." I sincerely hope it isn't the same text file as codes for religion elsewhere, because outside of Civics we need to rename it "Ideology."
Traits:
*While it would force us to revise coding for some more religious countries, I can make a strong case for not using the "Spiritual" trait at all, for two reasons. One is that we have replaced religions with cultures/ethnicities. While it does make sense to be able to build certain buildings in a city only if the relevent culture is present, it doesn't make sense to be able to do that any faster because you're a religious leader. Secondly, when we planned Civics, we addressed the issue of making government policies that are difficult/controversial harder to implement by increasing the anarchy time needed, sometimes by a great deal. So allowing a leader with the spiritual trait to forego this would be far too great of an advantage. Perhaps the effect of the Christo Redentor should be changed as well, but it's less pressing at the moment.
*The faster production of settlers from the Imperialist trait isn't very useful in a mod where settlers play a much-reduced role, and new territory will be accumulated through conquest. Thus, in addition to the general birth modifier, I advised the developers a while ago that we should grant the trait the additional bonus of a free city-attack promotion to all armored units.
*There is no use for walls and castles in this era, so perhaps the Protective trait should be given a bonus when building bunkers and bomb shelters.
Recycling Centers:
Keep them in the game, but change the effect. The main reason being both that they aren't realistic (Negating any unhealthiness from buildings doesn't make sense because you can't just recycle exhaust), and the second being that with many buildings added that will give much more unhealthiness, negating the effect of all that should be substantially more challenging. As to what the new effect should be, my idea is that it could give the city a base score of a few more health points, plus increased production and gold for every resource consumed.
Tanks and Armored Cars: My idea with regard to this would be that maybe only cities with factories and the right resource could build these strong armored units, whereas if a city doesn't have such assets, it can only build Technicals (Pickup trucks with mounted guns; good graphics have been made for Fury Road) and similar units. This seems realistic but isn't as important as the other points, and perhaps it's too much of a demand when weaker nations will already suffer at building tanks because they simply take a long time to produce without productive structures. Still something to think about, however.