The T.E.C.S. Build, Traits, Events, Civics, Specialists.
Is going to be all about expanding that.
Primarily the Traits and Civics.
The Main Goal:
The Deep Civic System.
This is going to involve a complete reqorking of all of the civics to be more unique and interesting, but it will also combine with the Traits system to create an Evolving Civic Effect.
What this will mean, is that the longer you run a civic for, the more powerful that civic will become.
So for example, if you ran the Professional Military Civic for 50 turns you would gain the PMC 1 Trait.
Which might give you access to a special training building, or perhaps a Private Military Company (Much like the Talon Mercs) which gives you a buildable unit that doesn't require resources or population.
Run it for 100 trns and you gain PMC 2. Unlocking even more powerful abilities.
If you stop running PMC, you will lose all of those traits and buildings and units.
So the more heavily you invest in Civic Specific Content, the more you will lose when/if you switch civics.
Secondary Goal:
Civic Synergy.
Civic Synergy will see you gaining Bonuses and Penalties for combinations of civics.
So if you select Military Civics across the board, you can bet you will get some fairly impressive Military Rewards.
If you ran a Democracy with Slavery for too long, you could find yourself being hit by all manner of negative effects as workers march in protest for all people to be equal under the law.
I still need to look in detail at the code, to make sure I can run synergies involving multiple civics, but i think I can.
Tertiary Goal:
New Specialists.
Doctors
Entertainers
Super Mutants
Ghouls
Scavengers
Military Trainers (Like the Great General Specialist)
Domesticated Slaves/Servants/Prison Labour
(These will generally produce less than Captured Slaves, but will also be more docile and won't randomly die. Also they will require a Pop.)
Robot
(probably acquired the same way as great specialists, but with robot units you can build, a bit like a Mr Handy so they won't take a pop unit to acquire. This may be too exploitable though, so it may just be like other specialists gained from buildings. Or perhaps as free specialists gained from buildings so again, no pop. required. Or maybe with some other negative that you have to offset, like unhappiness.)
Quaternary Goal: (I had to look that up!)
Lots of new Civic/Trait Specific Content.
Lots of new and magical buildings, improvements and units.
Special Improvements that Spawn Units under certain civics.
Like Robot Factories, Militia Guard Posts and Prison Compounds.
Is going to be all about expanding that.
Primarily the Traits and Civics.
The Main Goal:
The Deep Civic System.
This is going to involve a complete reqorking of all of the civics to be more unique and interesting, but it will also combine with the Traits system to create an Evolving Civic Effect.
What this will mean, is that the longer you run a civic for, the more powerful that civic will become.
So for example, if you ran the Professional Military Civic for 50 turns you would gain the PMC 1 Trait.
Which might give you access to a special training building, or perhaps a Private Military Company (Much like the Talon Mercs) which gives you a buildable unit that doesn't require resources or population.
Run it for 100 trns and you gain PMC 2. Unlocking even more powerful abilities.
If you stop running PMC, you will lose all of those traits and buildings and units.
So the more heavily you invest in Civic Specific Content, the more you will lose when/if you switch civics.
Secondary Goal:
Civic Synergy.
Civic Synergy will see you gaining Bonuses and Penalties for combinations of civics.
So if you select Military Civics across the board, you can bet you will get some fairly impressive Military Rewards.
If you ran a Democracy with Slavery for too long, you could find yourself being hit by all manner of negative effects as workers march in protest for all people to be equal under the law.
I still need to look in detail at the code, to make sure I can run synergies involving multiple civics, but i think I can.
Tertiary Goal:
New Specialists.
Doctors
Entertainers
Super Mutants
Ghouls
Scavengers
Military Trainers (Like the Great General Specialist)
Domesticated Slaves/Servants/Prison Labour
(These will generally produce less than Captured Slaves, but will also be more docile and won't randomly die. Also they will require a Pop.)
Robot
(probably acquired the same way as great specialists, but with robot units you can build, a bit like a Mr Handy so they won't take a pop unit to acquire. This may be too exploitable though, so it may just be like other specialists gained from buildings. Or perhaps as free specialists gained from buildings so again, no pop. required. Or maybe with some other negative that you have to offset, like unhappiness.)
Quaternary Goal: (I had to look that up!)
Lots of new Civic/Trait Specific Content.
Lots of new and magical buildings, improvements and units.
Special Improvements that Spawn Units under certain civics.
Like Robot Factories, Militia Guard Posts and Prison Compounds.