Flammibility-scaling

I don't think its a bad idea to have specialists ALSO for anti-property purposes. As a suggestion, I think the Crime Fighting specialists should be called 'Detectives'.
 
Doctor yes. Spy I'd disagree with. I think its important to help the player understand that crime is not the same as espionage. The link is more about leveraging criminal networks to assist in the development of international military intelligence webs. Otherwise, overly correlating the two is a danger in that we would tend to create more confusion on what crime is exactly.

Far more important to allow the Spy to remain an Espionage agent and allow something else to combat crime. (however, it does strike me that spy 'gear and practices' is pretty much hugely employed in anti-crime efforts...)
 
What if you can build specialists?

You just assign population to the specialist. Buildings allow more specialists of the different types, it is then up to you to move the population where you want it - working tiles or as specialists. Buildings can give free specialists (population) but they can be assigned anywhere. Buildings can also give great specialists.
 
Currently there's a very limited specialist to anti-property effect, in the form of great spies building the -25 crime Scotland Yard. Until the .dll wizards work out a way to add more basic specialists, either we have to rely on buildings reducing properties (including buildings built by units), or the normal range of specialists given minor anti-property abilities. But even that will need .XML tags and so will take time to implement, and there's already a loooong list of stuff still to be implemented.

Fire is an annoying one. By modern era, you have a huge range of factories, some of which you build in every city, and you still end up with ~200-300 flammability after building all the anti-fire buildings.

Rather than building an array of more extravagant anti-fire buildings representing greater funding to firefighting, it would be great to have specialists with these abilities. That way, we could customise it on the fly, and have to balance between the risk of having catastrophic fires and having people employed as engineers for those sweet sweet :hammers:. Anti-pollution and anti-crime would be awesome too.

I can imagine something like a police station building not giving any anti-crime, just giving a specialist slot for a police officer type guy. It makes sense, it's not the station itself that prevents crime, it's the people who work there.
 
It's not in the dll... its in the python display for the cities that we are limited. DH is working on that and we've all been greatly anticipating the release of our limitations on the # of specialists we can include! I've got faith in him though ;)
 
It's not in the dll... its in the python display for the cities that we are limited. DH is working on that and we've all been greatly anticipating the release of our limitations on the # of specialists we can include! I've got faith in him though ;)

Yay! My cities are drowning in unhealthiness because my factories are pumping out pollution to make tanks to finally conquer the Celts! Get me those doctor specialists Dancing Hoskuld!

(No pressure, have a great Christmas C2C mod team!)
 
the current Firesystem works nice but yea it takes Ages to get it a little under controle (ok on normal i didn't yet had it fire at the Renaissance on my city i did notice 2-3 fires at the AI i rushed the world creating that's why it was on Normal speed)
 
BUMP. :bump:

I don't know. If we had anti-flammability units I would pick new units, not scouts.

Please don't make even more units that you need in your cities to deal with the properties. It's just getting annoying and not funny any more... Could you make Guards, Ecologists, Healers etc able to settle down as specialists (once this limit is broken)? This would make unit management much easier.

I like this idea - I am also finding unit management becoming a chore because of all these units you need to leave in your city.

I was more thinking of a system like this:

You build units, like Guards.
These could be moved around, since they were normal units.
If you want to, they can be settled down as a specialist (like GP).
The settled down specialist would cost the same and had the same effect (no idea how to deal with the promotions) as the units: They reduce crime (or Pollution or Disease or Flameabilty) but cost gold.
You don't need to "sacrifice" your pop for this (however, you could do, if you want to), it's more an idea to get rid of the 50 units per city that actually never move.

Has there been any progress on this idea?

I am in the modern era and having to build lots of units to combat disease, crime, pollution etc. Being able to convert a specialist unit to a city specialist seems a good idea. :)

If it is possible.
 
I am in the modern era and having to build lots of units to combat disease, crime, pollution etc. Being able to convert a specialist unit to a city specialist seems a good idea. :)


This also helps with Memory problmes. Less units on the field = better.
 
The Romans had "Vigiles" who were town watchmen but also firefighters/ wardens.

Baskets as a resource could reduce flammability
 
Not a fan really... but I AM doing something here that will make the units you build for these kinds of civilian roles be more effective in a way that balances them against other uses, so players should require less of them.
 
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