As promised next i will try doing that offworld screen...
What is about the Fremen? Arrakis is their homeworld. They hate doing business with the guild. If we exclude them we have to give them another advantage.KO1 - who will have access to the screen
Currently I have these rules implemented:KO2 - which units should be offered
This is a good question. It defines the impact the homeworld screen will have on gameplay. Should units be bought only in emergency situations or is it a regular alternative for training them? The current price is calculated by CvUnitInfo.getProductionCost(), which is maybe too cheap.KO3 - how much they will cost
Imho no limit. A discount for buying multiple units would be nice.KO4 - how many units you can buy each turn
Currently they are spawned in your capital city. But I would prefer having a more flexible solution allowing you to choose the city. Maybe we can make a national wonder (space port).KO5 - where they will be delivered (fixed place or selectable)
Don't know... 1-2 turns? Maybe we can have an express delivery option (costing additional money)?KO6 - how long delivery will take
We definitely are needing more features. Right now the home world screen is just a gloryfied hurry button, think about it. There was some talk about special services by the guild (satellite maps). Maybe we can manage offworld resources via offworld screen.KO7 - additional features
This is for flavor. We have to decide if we really want to make a background for each civ. Another possibility would be using some space guild related background. I will need help with these graphics.KO8 - background art
I understand the instinct to make the Guild non-playable. They *are* scrupulously neutral in this era.... but its nice to have a trade civ. They're clearly distinct, and fun to play, and you can set up mechanics that encourage pacifist neutrality.
As for cost, that really depends on the purpose for this. Is this designed to be a fun way to turn hold into hammers? Is it supposed to give you special elite units, or units not normally available? Is it supposed to be an expensive way of getting the units you want when you want them? ("the enemy is incoming with thopters, quick, better buy me some missile launchers).
I think it would be easier to easier to give offworld units a bonus than onworld units a penalty. And you could make it so some of those offworld units were available ONLY through the Guild.You could make it so that UUs/URUs produced on Arrakis have a penalising promotion - perhaps until they have accumulated enough experience.
can't we rename gold to spice?
But I think it's enough to send defending units to cities in most (potential) danger and all other units to the capital city.
Units showing up immidiately are much easier to code.
A unit pool would be nice. We can add random units and heroes. What is about being able to purchase resources or water from your homeworld?
What about being able to purchase resources or water from your homeworld?
True, No water and spice in same tile.But most tiles don't provide spice. Should you really be getting spice from a cottage tile, or a windtrap tile, or a well?
How does your new AI decide whether to purchase units?
Hehe, but don't trust him too much... I first had only that 3 lists but got bored and added a guild ambassador. For the background I would prefer a more solid/consistent image, the Caladan background is imho too much looking like a post card.! And the Guild chat-back at the bottom of the screen made me smile too.
Maybe Ahriman is right. I will focus on mercenary system first.What about being able to purchase resources or water from your homeworld?
I am using an already existing method called CvPlayerAI::AI_unitValue. Everything with a value > 0 is getting purchased.Have a look inside sdkDbg.log to see which units are bought by ai.
We can add a message to the main log.If units show up according to some event script, or rare/unique mercenaries show up occasionally, then the player must bring up the mercenaries screen each turn to see what is there.
My question is how does the AI decide how much money to spend? Suppose it has 100 gold, its maintenance is 20/turn, and there is a cool unit available for 90 gold.
I understand the point about not wanting to have the player check the screen every turn, but I still really like the idea of a finite pool of units that the player can recruit. Is there any way we can combine these two?
I'd really emphasize thinking of this as a Homeworld Import system rather than a mercenary system. You're not hiring mercenaries; you're paying the Guild to transport your own soldiers to Dune.
This is part of why I like the idea of differentiating unit availability by faction. Atreides can get good air units in, Corrino bring in Sardaukar, Harkonnen bring in artillery and scorpions, Fremen bring melee infantry, etc.
I'd also make sure that they screen isn't available before (at minimum) the offworld trade tech.
Do you mean each player has a finite pool, or there is some shared pool? Assuming you mean a pool for each player, why is a *finite* pool important?
To keep with this and emphasize that Fremen live here, I would say that Fremen UU are not available for purchase.
my suggestion is that the button to invoke the screen only shows in cities with spaceports built.
I'd really emphasize thinking of this as a Homeworld Import system rather than a mercenary system. You're not hiring mercenaries; you're paying the Guild to transport your own soldiers to Dune.
This is part of why I like the idea of differentiating unit availability by faction. Atreides can get good air units in, Corrino bring in Sardaukar, Harkonnen bring in artillery and scorpions, Fremen bring melee infantry, etc.
I'd also make sure that they screen isn't available before (at minimum) the offworld trade tech.
It also needs to be generally cheaper to build the thing on Arrakis
DA33. Should we filter out units which require unique bonuses? For example, Ginaz Warrior requires Kindjal; should this unit appear in the list if you do, or do not have Kindjal?