Praetyre
King
A few years ago, I posted my concepts for a wide-scale revision of building requirements, which subsequently got partially adopted in the core of C2C and which DH is taking some from in some recent SVN revisions.
I would like to propose a new system in a similar spirit to the original, and one that may more easily simulate part of what i wanted to accomplish with these edits.
A new category, perhaps a civic one, perhaps a mutually-exclusive "building", would come up after the discovery of Shelter Building. This would be Building Materials, and would have a series of unlockable materials for use, each with their own strengths and weaknesses. For example;
Grass (Requires Shelter Building): Would make most buildings (some having special tags, such as flammable buildings, restricting them to always require a specific material or only certain choices of materials, others not being "real" buildings but abstract representations and thus not subject to material costs) require Grass, and reduce costs by 20%, but doubling flammability and flammability contributions from buildings.
Wood (Requires Carpentry): Would make most buildings require Wood, and reduce the cost of these buildings by 10%, while increasing flammability and flammability contributions from all buildings by 50%.
Bricks (Requires Pottery): Would make most buildings require Common Clay. A midpoint option, granting no particular bonuses or penalties.
Stone (Requires Stone Building): Would make most buildings require Stone. Reduces flammability and flammability contribution by 90%, but increases costs by 20%.
This is just a rough outline; I can see some balance issues in my initial proposal and as such this is more intended to jumpstart discussion than serve as an "as-is" proposal. I imagine the coding would be pretty complex, but you have to keep in mind that I'm aiming for an alternate-historical take on things where one can, say, build wooden temples or stone cabins.
I would like to propose a new system in a similar spirit to the original, and one that may more easily simulate part of what i wanted to accomplish with these edits.
A new category, perhaps a civic one, perhaps a mutually-exclusive "building", would come up after the discovery of Shelter Building. This would be Building Materials, and would have a series of unlockable materials for use, each with their own strengths and weaknesses. For example;
Grass (Requires Shelter Building): Would make most buildings (some having special tags, such as flammable buildings, restricting them to always require a specific material or only certain choices of materials, others not being "real" buildings but abstract representations and thus not subject to material costs) require Grass, and reduce costs by 20%, but doubling flammability and flammability contributions from buildings.
Wood (Requires Carpentry): Would make most buildings require Wood, and reduce the cost of these buildings by 10%, while increasing flammability and flammability contributions from all buildings by 50%.
Bricks (Requires Pottery): Would make most buildings require Common Clay. A midpoint option, granting no particular bonuses or penalties.
Stone (Requires Stone Building): Would make most buildings require Stone. Reduces flammability and flammability contribution by 90%, but increases costs by 20%.
This is just a rough outline; I can see some balance issues in my initial proposal and as such this is more intended to jumpstart discussion than serve as an "as-is" proposal. I imagine the coding would be pretty complex, but you have to keep in mind that I'm aiming for an alternate-historical take on things where one can, say, build wooden temples or stone cabins.