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  1. Lib.Spi't

    Reconsidering exploration: ideas to make it funnier

    Ok lets take these three things and see if they can fly here. Spawning stronger monsters further away from settlements Crocs or Alligators (I always forget which is which where) Pirahna's Elite Tribal Warriors (Temple Guardians, Cannibals, Pigmy(Spelling?) Tribes, etc.) They could have big...
  2. Lib.Spi't

    Teaching non colony professions

    nice! So what you are saying is all the years of work I put into my 730 building mod is just wasted because you quit at the final hurdle! TYPICAL!! :p
  3. Lib.Spi't

    Exploration Sites - New Goodies with Multiple Diaglogue Stories [CANCELED]

    ah yes good point. yeah there is the bts event 'holy mountain' which is location based, although that one might be having to found next to it... it has all been so long since I played with event s :D
  4. Lib.Spi't

    Exploration Sites - New Goodies with Multiple Diaglogue Stories [CANCELED]

    I think the 'instant trigger' can be done with the current event system too, it is just a case of setting the previous event as a trigger condition (or it is technically the outcome of the choice as the trigger) then set no other conditions for triggering (or at least no condition that would...
  5. Lib.Spi't

    Teaching non colony professions

    though I would actually argue to have a teacher teach they would logically not be doing a job but actually doing the teaching. :P (it was always a weird part of the system for me that the teacher is outside farming tobacco while some how passing on his knowledge of blacksmithing) :P If the...
  6. Lib.Spi't

    Adjacency Effects for Improvements [CANCELED]

    That is my point, the 'rush' it is not like an accepted idea will be implemented the moment it is accepted (because the todo list is long :D ) (it could even potentially get voted down before it gets implemented!) :D Just let the ideas simmer. It hurts no one to allow discussions, even if...
  7. Lib.Spi't

    Adding Packaged Tea and Peanuts to WTP? [OBSOLETE]

    I would probably say no unless it has some implication other than 'money crop'. It could perhaps be the ultimate 'happiness' item. It could also be fun if it explored the 'illegal' aspect of it, being incredibly valuable for boosting happiness, but expensive to buy and if you attempt to...
  8. Lib.Spi't

    Teaching non colony professions

    I mean isn't making experts the whole point of the university system? To say you can make experts another way so just do that doesn't really speak to the point he is making. University educating is almost certainly more efficient as you can bang out those people in multiples. Which is the whole...
  9. Lib.Spi't

    Adjacency Effects for Improvements [CANCELED]

    I mean the poll right now stands at 7-9 after a couple months maybe? I think you rush to make conclusions based on the polls. If it was a case of "Here are three choices in one week we will start making one of them vote now." I could understand the need to declare a result. Otherwise there is...
  10. Lib.Spi't

    Adjacency Effects for Improvements [CANCELED]

    I also agree that the district and adjacency system in Civ6 was a lot of fun. I think this concept would have more potential in the 2 plot radius system than the 1 plot. 1 of the cool civ6 features was 3 farms giving each other adjacency bonuses (unlocked by a tech) so making a whole area of...
  11. Lib.Spi't

    Happiness [IMPLEMENTED]

    I would think that the negative impact needs to come in heavier from larger cities while having almost no impact on a tiny settlement. So church buildings and other similar ones could provide a small boost that 'takes care' of the needs of a village. They just need a room to party and a room to...
  12. Lib.Spi't

    Trading Posts in Native Villages (similar to Missions) [IMPLEMENTED]

    You sick monster... :P I can't remember was the pox ever actually weaponised in this was or was it just that things were given and they introduced diseases that were common to the settlers (and mostly therefore survivable) but devastating to the native population because they had no immunity to...
  13. Lib.Spi't

    Improving Feature Health [REPLACED BY NEW CONCEPT]

    I am wondering with the fruit concept, would it be better to create a new yield 'fruit' that is designed to boost health rather than as a food supply? My thinking is that simply I wonder how useful a local health boost would be from a tile? It has been a long time since I played RaR/WtP (so I...
  14. Lib.Spi't

    Trading Posts in Native Villages (similar to Missions) [IMPLEMENTED]

    This could also work nicely with future civics/techs. In M:C it introduced trading posts and they could be boosted/modified by certain civic choices. Producing crosses or science for example along with their primary function. So this could play out with a 'Native Relations' civic branch where...
  15. Lib.Spi't

    Changing Cannons from Units to Professions [IMPLEMENTED]

    It may be worth including a third immobile cannon that is not a population unit but can only be used for city defence (as it cannot move from the location it was built) This of course could be exploited in the current way by having a impenetrable mega city bristling with cannons, but it would...
  16. Lib.Spi't

    Exploration Sites - New Goodies with Multiple Diaglogue Stories [CANCELED]

    You would not really have to make a whole new system for this, this is just the current event system, (it might need an additional trigger system to tie the event to the specific improvement to randomly trigger one of X event chains when landing on it, as well as the scout/XP trigger block) but...
  17. Lib.Spi't

    Reconsidering exploration: ideas to make it funnier

    Civ 5 and I think 6 as well had natural wonders that were like 'mega bonus' tiles and they also provided happiness when you discovered them (it was a little different in Civ6 but there was and 'era' bonus for finding them.) (I also think there were a bunch of different natural wonder mods for...
  18. Lib.Spi't

    Rebalance Field vs. Factory

    In terms of the changing nature of the mod compared to Base Col. and Raw vs Processed goods. One possible direction to look towards is a change in strategy for produced goods. In base Col. the main purpose of processing goods is to make more money out of them as they sell for higher prices in...
  19. Lib.Spi't

    Tech tree brainstorming

    My point with the changing growth unit is it opens up a lot of options, also if this is a civeffect it could be used as a civic or a tech or both. (though with only 1 growth yield this would obviously conflict if used in both but that is easily avoided, but still potentially useful if the growth...
  20. Lib.Spi't

    Tech tree brainstorming

    Just some quick brainstorms on the topic. "Tech Points": I think the 'produce research yield' with a person/profession/building should definitely be supported in the system, because I think it is the most 'This is Col' method, you manage people and buildings that make stuff. Whether it gets...
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