BrokenSky
Warlord
- Joined
- Jun 11, 2013
- Messages
- 251
What do you mean by fantasy art? Unit models?
Also about the tech/research thing. Could you make it so that having certain buildings reduced the cost of specific techs, to simulate the effect on science of e.g. actually having lots of farmers on selective breeding? In this case perhaps some buildings like ["livestock market" requires market, gives +1 gold per pasture, -15% cost of selective breeding tech and -7.5% cost of agricultural revolution, requires pasture in city radius] and ["grain exchange" requires market, gives +1 gold per farm which upgrades a resource, -15% cost of crop rotation and -7.5% cost of agricultural revolution, requires upgraded wheat OR rice OR etc in city radius] ? these examples are to show the kind of building I mean, the numbers and techs names aren't necessarily balanced or themed properly but ~ eh; it gets the point across. I mean it makes more sense to me that farming techs would be more easily found by a civ with lots of farmers than one with lots of universities.
Also about the tech/research thing. Could you make it so that having certain buildings reduced the cost of specific techs, to simulate the effect on science of e.g. actually having lots of farmers on selective breeding? In this case perhaps some buildings like ["livestock market" requires market, gives +1 gold per pasture, -15% cost of selective breeding tech and -7.5% cost of agricultural revolution, requires pasture in city radius] and ["grain exchange" requires market, gives +1 gold per farm which upgrades a resource, -15% cost of crop rotation and -7.5% cost of agricultural revolution, requires upgraded wheat OR rice OR etc in city radius] ? these examples are to show the kind of building I mean, the numbers and techs names aren't necessarily balanced or themed properly but ~ eh; it gets the point across. I mean it makes more sense to me that farming techs would be more easily found by a civ with lots of farmers than one with lots of universities.