| General | Hosted Sites | Civ5 | CivRev | Civ4Col | Civ4 | Civ3 | Civ2 | Civ1 | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#1 |
|
Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,140
|
[Religion and Revolution]: Inventions Part C, Economy (Buildings and Professions)
So ok, lets talk about Inventions that affect economy.
![]() I have been thinking about 2 different concepts for a while: Variant 1: Inventions will unlock Productionlines (Buildings, Professions, Specialists buyable in Europe, Displaying Yields in Screens, ...). Variant 2: Inventions will unlock higher levels of Buildings and also unlock some less important SpecialBuildings. I really thought about it a lot and have realized that Variant 1 really sounds cool, but it is involved with 3 major problems: 1. Enormous amount of effort, which I simply do not want to have because our list of other cool features is very long. 2. Huge Problems for AI. 3. Gameplay / Fun might really suffer for some types of players. So ok, here is the Concept for Variant 2: (Please let us forget Variant 1. )In the beginning of the game, you will have pretty low output of produced goods, less buildings and almost no higher levels of these available. The first / basic level of each productionline and all the other really important buildings however are available for construction as it is right now, too. Here you can find an overview of our buildings. A) Inventions will unlock some Special_Buildings. (Meaning, that you cannot even build the first one of these before having the corresponding Invention.) Examples: SpecialBuilding_Trade: Market and Trading Center (Selling goods to your colonists) SpecialBuilding_Print: Printing Press and Newspaper SpecialBuilding_Defense: Citadel SpecialBuilding_Trainstation: Trainstation, Central Train Station SpecialBuilding_Culture: Theatre, Opera ... B) Inventions will unlock higher Levels / Upgrades of Buildings: (The first building is available to be built from the beginning, but the higher levels have to be unlocked.) Examples: Fur Trader's House to Fur Trading Post to Fur Factory Basecamp to Villagehal to Cityhall to Governor's Palace Warehouse to Warehouse Expansion to Custom House Stockade to Fort to Fortress to Stronghold Healer's House to Hospital Village Pub to Tavern to Saloon Inventor's House to Inventor's Workshop ... C) Eventually Inventions could give production bonusses on of some produced goods Invention of some new Weaving Chair, a new method to dye Cloth or something like that ... D) Eventually Inventions could also unlock new professions and specialists (This is just thinking loud ... )Examples: Coal Furnager, burning coal in a special building to increase bonus on production of tools, weapons and cannons. Reporter, improving satisfaction and rebelious sentiments. Forester, who is able to plant forests. ... Last edited by raystuttgart; Oct 26, 2011 at 01:43 PM. |
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|