Hydromancerx
C2C Modder
Cool. it will be awhile until they are added. But I will keep those in mind.
@MagnusIlluminus
I do have plans (and graphics) for a Gypsy Cart culture unit when I add the "Gypsy" culture.
There hasn't been any direct development on the project yet SO but it is something we all want to see done. AIAndy and I both have a pretty good consensus on how this should be done I think but we both just need the dedication to this project to open up in our workloads.
Actually, although its a lot to read, this thread has pretty much all of our proposals stated in it throughout.
There's still a few things up for some discussion but I think we've got a lot of the concept hammered out anyhow.
Not to be Joseph Jr here,
Not to be Joseph Jr here, but wouldn't it make more sense to prioritize this project over multi maps given that far more people are going to see the Prehistoric than the Transhuman or Galactic? We don't even have a balanced Ancient start, and we've historically prioritized Prehistoric for (I assume) this very reason.
Sorry for not raising this sooner, but with the speed viewports got put in I assumed multi maps would be more of a cinch than they're turning out to be.
Very cool. I will have some work for you within the next week then as I make some moves that will be necessary for some of the Leader and Traits issues I'm working on. More on that later this weekend.I actually read through the entire thread as this and the dynamic culture seem awesome to me. I could personly want these more than multi maps .
I have quite a few ideas on this concept and would love to talk to you about it and see what you think. I'm working on getting all of my concepts worked out but I feel like it always turns out better when we discuss it together. I would like to start doing some work beyond map making and could use a guide to help me through some concepts. I would be happy to help with whatever it is that you are working on currently.
I somewhat agree...Not to be Joseph Jr here, but wouldn't it make more sense to prioritize this project over multi maps given that far more people are going to see the Prehistoric than the Transhuman or Galactic? We don't even have a balanced Ancient start, and we've historically prioritized Prehistoric for (I assume) this very reason.
Sorry for not raising this sooner, but with the speed viewports got put in I assumed multi maps would be more of a cinch than they're turning out to be.
Why waste time reimplementing mechanics when you can get them for free? There is absolutely no support for that kind of gameplay with the classic yields. Besides it is not a good idea to tie the amount of nomadic yields to what a city would get from the same plot. That would make it hard to balance.Yields
When AIAndy set up his demo, he had a very interesting take on how yields could be managed via dynamic properties. I haven't yet tested this approach but it's interesting indeed. However, I would challenge the need to define new properties for this. We already have tiles with defined yields, Production, Food, Commerce.
If we simply tracked depletion of those three yields, and recovery, and gave the central unit an ability to collect these yields, then we make it so that when the unit moves onto a tile, it immediately grabs what that tile is usually worth as that round's 'collection'. Rather than production going towards a predefined build, production pts are accumulated and spent via unit missions to generate results. Food accumulates into a decimalized population increase and caps out at a point where the Nomadic unit is then required to either upgrade (if it can due to current tech development) or settle as a permanent city (if it can due to current tech development), suffer from waste, or be spent as part of the cost to produce a new unit (all units would charge some food to represent the population being divided from the main group to become that unit, and would of course cost hammers for the tools the unit puts to use in their role), OR perhaps even split off into two tribes (interaction with rev mechanics and/or events could be interesting to weave in on whether the split off stays as part of the 'nation' or goes its own way.)
Production would also be expendable on creation of improvements. Unlike workers, the main Nomadic unit would not need to spend work time to create an improvement but would have to spend production to do so, and the improvements would be parallel to the buildings and improvements we have now: Berry Bushes, Cave Dwellings, Tidepools, Seed Gathering Camps, etc... Those that are similar to buildings would disappear when a planted city's culture claims that plot as its own and the building would be automatically placed into the city at that point.
Thus the Nomadic Unit can, in a round, move, collect, and possibly improve the land there or produce a unit or discover a tech, the latter three being what would end the unit's turn and unlike all other types of units, the Nomadic Unit would not automatically be at turn's end when it runs out of movement points.
Commerce collected would be used pretty much the same way commerce is now, except not on sliders.
As collected, they could be spent to purchase Culture blocks (which would translate directly into culture for the city once planted and would tally towards leader gains as well as once a certain level is reached be able to infuse the unit's tile with the national culture (keeping animals out) and could be expanded to a one tile radius around a Nomadic Unit as it goes.
And it could be used for research, more on that below.
As for GG pts, I liked the concept of the Great Hunter and believe that would fit the concept here wonderfully as most kills would be animals. But we could also have human/neander barbs add to a Great Warrior pool...
In the tech demo I made you could collect a lore property which would regrow far slower than the other yield properties. With that lore property and some other property cost you could then generate research points towards techs.Discovery vs Research
I've given some commentary on this already but I'll reiterate some.
We can't have a city here really so my vision for this is that we create a selection list mission: Research Tech, that enables the unit to spend collected commerce on techs, each of which costing the amount of commerce that tech actually normally costs to a non-nomadic civilization (reduced by the overall research percentage modifier built up for the unit).
I suppose research could also be accumulated by the unit if it has certain promotions (like Knowledge Inheritance which again becomes a building when the unit becomes a city.) So perhaps the unit should have to purchase research chunks like it needs to purchase culture chunks (and possibly espionage too once that has a full role to play...) And maybe gold will be necessary to upkeep and maintain an amount of units past a point.
Your suggestion is not a bad one but it would be horribly difficult and time consuming to implement and would take a lot of tweaking, as you admit. And since we'd like to see Nomadic units being a valid method of play throughout the whole game, this method would be necessary to apply to ALL techs, each having special activities associated with them... ouch. Now, it's possible some kind of hybrid could be made between the two by doing much of what you suggest, the 'commerces types' purchases being made by missions along the lines of the activities you're talking about. This could also lead us to eventually make research not the only way to tech (what if many techs cost culture instead huh? I'm talking about the normal game here too...)
Not sure what balance problems you're forseeing but I can believe that nevertheless. I'm really going to have to try the system you've made before I comment more on that I think.Why waste time reimplementing mechanics when you can get them for free? There is absolutely no support for that kind of gameplay with the classic yields. Besides it is not a good idea to tie the amount of nomadic yields to what a city would get from the same plot. That would make it hard to balance.
How do you choose to spend those points towards techs exactly?In the tech demo I made you could collect a lore property which would regrow far slower than the other yield properties. With that lore property and some other property cost you could then generate research points towards techs.