(WIP) Limiting number of units

Elrood

Chieftain
Joined
May 17, 2009
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Feedback (ideas, criticism, comments) wellcome.
It's work in progress, no release now!

Currently i'm working on unofficial patch for FfH2 that will limit number of units civilization can build. SDK + python + xml based.

I'm slowly implementing it. Code for cities is implemented in about 90%, for units in about 50%. If all goes well, from tommorow onward i should be working on python and xml.

Basic idea:
Introducing maintanance points.

Those are produced by population inside city. There are diffrent kinds of maintanace, so I'm introducing possible unlimited number of "separated" stocks of those. For my mod i'm going to use 4: for line units (archers, warriors, axemans, etc), for individuality units (adepts, clerics, heroes), for mechanical (catapults), and for navy.

Each stock is modified by multipliers. Again the number is unlimited. I'm going to use 5: for preselected number, for difficulty, for relligion, for civics(not sure if it will be in first released version) and for civilization leader.
Preselected number means you can choose in custom game whenever you will play with thousand of units, hundreds, or civilization will have only several units per city. Religion modifier is mainly for balancing elves and way of leaf, which would be too overpowered. Civics means that police state could give you possibility of 130% line units in compare to base number, but schoolar would be reduced to 80%. Difficulty means more units on Noble than on Diety ofcourse ;p. Civilization leaders are for those great heads you choose at the beggining. I don't remember names, so f.e. this girl from elfs would get 120% of nromal units, while 80% of schoolar. All those multipliers are multiplied by themselfs so they exact number can vary a lot.

Each stock has a number of bonus points that are added to those produced by population. Those can be (they probably won't in first version, cause of massive work, only possibility will be there) from buildings (f.e. mage guild can give few schoolar stock points), event, whatever else...

Every unit has home city, from which it is receiving maintanance and eating it's points. Unit can change it's home city. If home city get's conquer, or razed, unit will be loosing health. Even more: it will not be possible to heal too. If health goes down enough unit will selfdestroy. In future i may add possibility for unit to change civilization, go barbaric or become bandit. For now when city still exist, but maintannace points are exceeded, nothing happens. Later i think it will be possible too for units to selfdestruct, go bandit and so long.

I hope implementing Ai understandmet of those rules won't exceed my abilities ;p.

Lore:
Archers, swordsmans, even those great berserkers, they all need help of commoners. Not only new rectruts are needed. Armors need repairs and spare parts. Waepons need maintanance. They need a city that will provide them with those :). And now they will need it literally, or else bad things happens.
Those unigue indyviduals, adepts inteligent enough to learn battle and high magic, clerics who can withstand hardship of priesthood and heroes, those individualities that stands even among indyviduals, they need societies that can breed them. They are aristocrats of skills, not every one can become one. Now a small city won't breed 40 adepts!
And last but not last siege mechnisms and navals. Woodcutters, engineers and laborers are needed for use and creations of those. Commoner or merchant won't be able to create and replace catapult slinger! Why 50 catapult can get maintanace from a city of 200-300 hundred persons? Is it a city of specialists? Then why they can find rectuts for 50 axemans squads? And holly, they breeded two heroes and even 40 wizzards! Something not right? Yea :).
 
Sounds like complicated thing, but I love this idea :)
Not sure about units being destroyed after losing cities - from what I understand, it will be random so you can lose your worst or best units. Maybe some massive additional gold cost or unhappines (as your citizens have to pay/work more to support units) when you don't have enough maintenance points ?
 
Sounds like complicated thing, but I love this idea :)
Not sure about units being destroyed after losing cities - from what I understand, it will be random so you can lose your worst or best units. Maybe some massive additional gold cost or unhappines (as your citizens have to pay/work more to support units) when you don't have enough maintenance points ?

Currently I'm not planning on adding possibility for unit to change city, so after city razed, conquer, units builded there will detoried till like 0.2 health and than destroyed. I'm planning to add special tag that prevents this selfdestruction.

About exceding maintanance cost and additional things because of that in the city, yea, i'm thinking about it too, but not for this milestone. Later, when i will have bases running it will be considered and most propably implemented.
 
Currently I'm not planning on adding possibility for unit to change city, so after city razed, conquer, units builded there will detoried till like 0.2 health and than destroyed. I'm planning to add special tag that prevents this selfdestruction.

Oh, so this is part I didn't get - units are bound to specific city :) I thought all cities are generating pool of maintenance points and in which city you built unit is not important :)
 
Keep in mind that certain nations will be crippled by this: The Mercurians and the Infernal. The mercurians more so since their units are tied to a normal production/population city. Might want to make a special exception to them for this mod.
 
Update of first post. Rewritten and claryfications. If someone see some possible mistakes in idea, feedback is welcome.
 
While I'm watching your thread with some interest, someone posting in the Wild Mana forum brought attention to the fact that Rise of Mankind: A New Dawn modmod by Afforess has seemed to introduce some kind of unit limit per tile (UPT) function. As with virtually any major gameplay change that "AND" does, it's optional.

http://forums.civfanatics.com/showthread.php?t=363481

I haven't played ROM:AND for a month or two, wonder how this feature plays (beyond the commentary in the linked thread), as well as how portable it may be.

It may not resemble what you're working on AT ALL, but hey, maybe it has some kind of interesting elements to check out in play, inspiration, whatever. :)
 
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