Kailric
Jack of All Trades
One thing we need to work up is what will the Bonuses will be through out the Mod. We have several different types and tons of options:
I have compiled a list of the bonuses we have at the moment in a pdf. So, if anyone wants to review this list and help out with advice or suggestions or compile your own list then please do so.
In the original Mod, I added the bonuses myself and it was far from finished. When working up the first version what I did was went through all the Vanilla FFs and wrote down their Bonuses then I attempted to add the same ones or similar ones to M:C FFs. And then when I added Technologies, if a Tech and a FF had similar bonuses I would divide up the Bonus between them. So if travel time was -50% on the Vanilla FF, I would do -25% on M:C FF and -25% on Tech. I did this to maintain the original balance of bonuses.
Techs and Trading perks for the most part Unlock features such as Units, Promotions, Buidlings, etc, so most of them do not actually add any bonuses. In the pdf I did not show these Unlocks only the Bonuses.
For Civics I plan to add New Features mostly, instead of just more Bonuses. Civ5 has a ton of Bonuses in the game and it is almost overwhelming with all the choices, so to start with I want to keep the Civics few and simple.
I have one idea concerning FFs in M:C and this could work for the World History Mod as well. If we start to get to many bonuses adding up we can set it up so that the player has one Adviser from each of the FF categories that he can chose from. This would require a New Screen. The player would open the screen, click an adviser option and then he could choose which adviser he wants to fill that spot and only that Adviser's bonuses would apply. All others would simply be in stasis and at least your enemy doesn't have them, right
If done this way, FFs could have more Bonuses than your normal FFs.
- Technologies
- Trading Perks
- Civic Option Types(in the works)
- Founding Fathers
I have compiled a list of the bonuses we have at the moment in a pdf. So, if anyone wants to review this list and help out with advice or suggestions or compile your own list then please do so.
In the original Mod, I added the bonuses myself and it was far from finished. When working up the first version what I did was went through all the Vanilla FFs and wrote down their Bonuses then I attempted to add the same ones or similar ones to M:C FFs. And then when I added Technologies, if a Tech and a FF had similar bonuses I would divide up the Bonus between them. So if travel time was -50% on the Vanilla FF, I would do -25% on M:C FF and -25% on Tech. I did this to maintain the original balance of bonuses.
Techs and Trading perks for the most part Unlock features such as Units, Promotions, Buidlings, etc, so most of them do not actually add any bonuses. In the pdf I did not show these Unlocks only the Bonuses.
For Civics I plan to add New Features mostly, instead of just more Bonuses. Civ5 has a ton of Bonuses in the game and it is almost overwhelming with all the choices, so to start with I want to keep the Civics few and simple.
I have one idea concerning FFs in M:C and this could work for the World History Mod as well. If we start to get to many bonuses adding up we can set it up so that the player has one Adviser from each of the FF categories that he can chose from. This would require a New Screen. The player would open the screen, click an adviser option and then he could choose which adviser he wants to fill that spot and only that Adviser's bonuses would apply. All others would simply be in stasis and at least your enemy doesn't have them, right
