Valkrionn
The Hamster King
Alright. Now that I finally have a working version of this (Buildings only for now, but the issue solves would have prevented any other segment from working), I'm going to post about it.
First off, here's the post I'm basing this on.
Now, we'll be applying alignment shifts to Buildings, Units, Civics, Religions, and Events. Nothing else particularly needs the mechanic, and some like Units will get it but probably won't use it. This will quite honestly be applied mostly to Civics/Religions, with a few important buildings as well. It will still be a much more dynamic system.
Now, for the point of this post... Which items should have the new tags? How quickly should they shift your alignment? I'd like to hear what you all think.
And no, this is NOT all that's planned for the BA expansion... The other aspect is being kept secret for now.
I'll add some screenshots soon.
First off, here's the post I'm basing this on.
Spoiler :
I'll copy this across from the team forum - it shows roughly what I have in mind, though the causes of alignment shift would be far more numerous than the examples given. Broader Alignments is basically still the same mod Grey Fox made and I imported around 020-ish. It has always been considered "to be finished", but is basically untouched to date.
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Team Forum Post
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The original plan - each change had a rate and a maximum shift. Public Healers for instance might be +2 rate and a maximum shift of +300, meaning that it continues to add +2 to your alignment every turn until it reached +300, then it is no longer counted. Likewise there could be negative modifiers and these are all summed to get an overall "per turn" modifier.
If the total shift for a value would take it beyond the limit, only enough to reach the limit is added.
Runes of Kilmorph - +5 per turn, max shift of 200
Fend for themselves - -1 per turn, max shift of -100
Turn 1
Alignment: 194
Valid shifts: Runes (+5), Fend -+1)
Net shift: +4
Turn 2
Alignment: 198
Valid shifts: Runes (+2), Fend (-1)
Net shift: +1
Turn 3
Alignment: 199
Valid Shifts: Runes (+1), Fend (-1)
Net shift: +0
(stabilized at 199)
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With Order (+7, +450) and Healers (+2, +200)
Fend (-1, -100) and Slavery (-3, -200)
Turn 1
Alignment: 194
Valid shifts: Order (+7), Healers (+2), Fend (-1), Slavery (-3)
Net shift: +5
Turn 2
Alignment: 199
Valid shifts: Order (+7), Healers (+1), Fend (-1), Slavery (-3)
Net shift: +4
Turn 3
Alignment: 203
Valid shifts: Order (+7), Healers (+0), Fend (-1), Slavery (-3)
Net shift: +3
Turn 4
Alignment: 206
Valid shifts: Order (+7), Healers (+0), Fend (-1), Slavery (-3)
Net shift: +3
(increases until it gets close to 450)
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The problem arises where two values reach the limit at the same time...
Runes and Healers (+5/+2, both max at +200)
Fend and Slavery (-1 and -3)
Turn 1
Alignment: 194
Valid shifts: Runes (+5), Healers (+2), Fend (-1), Slavery (-3)
Net shift: +3
Turn 2
Alignment: 199
Valid shifts: Runes (+1), Healers (+1), Fend (-1), Slavery (-3)
Net shift: -2
Turn 3
Alignment: 197
Valid shifts: Runes (+3), Healers (+2), Fend (-1), Slavery (-3)
Net shift: +1
Turn 4
Alignment: 198
Valid shifts: Runes (+2), Healers (+2), Fend (-1), Slavery (-3)
Net shift: +0
(stabilized at 198, but has the oscillation at 199/197 - which is confusing for players.
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Now, we'll be applying alignment shifts to Buildings, Units, Civics, Religions, and Events. Nothing else particularly needs the mechanic, and some like Units will get it but probably won't use it. This will quite honestly be applied mostly to Civics/Religions, with a few important buildings as well. It will still be a much more dynamic system.
Now, for the point of this post... Which items should have the new tags? How quickly should they shift your alignment? I'd like to hear what you all think.
And no, this is NOT all that's planned for the BA expansion... The other aspect is being kept secret for now.
I'll add some screenshots soon.