Nightinggale
Deity
- Joined
- Feb 2, 2009
- Messages
- 5,279
I saw your post, but my mind was way too busy with another task at the moment that I thought "I can read it later". It turns out I paid so little attention that I forgot that you posted somethingWhat about my observations about making game turns less tedious in the final stage of the game? Do you see any "easy" solutions which would make sense without needing an awful lot of development?
It shouldn't be too difficult to implement a cost modifier, which is applied if the player declared independence. I don't know which modifier would make sense for a balanced setting, but it could be added to globalDefineALT. If it isn't saved, then different values can be tested on the same savegame. Not messing with the savegame also mean no risk of breaking savegames while implementing the new feature.So here are the 4 major points I would point out:
- The fact we cannot rush buildings during war of independence dates back to vanilla, but in the super big games of RAR/RARE it becomes a nightmare! This forces to do a painful micro-management with charriots to be sure to address to cities all the goods needed at a moment of the game where they all produce hammers industrially. That's really unnecessary. I can fully understand if rushing buildings would cost thrice the price because we can't do it with the motherland, but forbidding it completely is truely discouraging.
I still want to make this, but I want it done the right way and with a design I can also use in M:C. This mean it is a fairly big coding and planning task and likely not next on the list.
- The turn starts in choosing student trainings and things to be built in all cities. Choosing buildings is not a problem in itself (except for the "no rush" part), but finding student trainings can be tedious if you want to do it carefully. Hence why I'm still convinced the "specialty needs list" idea of last month could be really a significant improvement.
Thinking about this from a coding perspective, I would say the easiest solution is to mod Port Royal to do the following after declaring independence:
- During war of independence, money becomes worthless. You can't rush buildings, you can't buy anything from Europe and Africa. The only thing you can actually buy are smuggling ships in Port Royale. It's frustrating because meanwhile, the domestic market alone generates tons of revenues with which you can actually do nothing. Beside allowing buildings rush, maybe the ability to buy mercenaries from other European countries could be fun?
- Can be accessed by all ships
- can buy units/yields
- add some randomness. If you want to buy say 200 horses, you risk the answer is: "not this turn" or "I only have 30 left".
- same random supply of units
- Buy prices have increased significantly compared to the European port.
- Possibly much more unstable prices, particularly when buying military yields/units
- Selling yields would likely result in less money
I think there are random events where foreign kings offers you units for a price after you have declared independence. We could make the those more likely to occur.