Voting Instructions
Players, please cast your votes in the poll above. Vote "Yea" for every proposal you'd be okay with if it were implemented. Vote "Nay" if you'd be okay if these proposals weren't implemented. You can vote for any number of options.
All votes are public. If you wish, you can discuss your choice(s) in the thread below. You can change your vote as many times as you want until the poll closes.
VP Congress: Session 1, Proposal 31
Title: Time limits on city resource (WLTKD) demands and CS quests
Proposer: @balparmak
Sponsor(s): @Recursive
Previous Discussion Thread: https://forums.civfanatics.com/thre...-resource-wltkd-demands-and-cs-quests.679684/
Proposal Details
Resource demands and quests are designed as interactive mechanics, yet both can become stale if you're simply unlucky. Cities can get stuck with a resource you can't have until astronomy or with a stubborn CS resource, and some quests can be near impossible or unfeasible to complete (e.g. the building quest proposal). Having a simple timer on both would help without affecting balance. Some quests already have timers, and the others can either have a generic 50 turn one, or a different timer per quest type, whatever the devs find easier to implement. An alternative would be an ability to dismiss undesired CS quests at the cost of small influence hit, but that would be much harder to implement. I'm starting with 30 turns on WLTKD resource demands, but can modify the proposal following the discussion.
Proposal: Cities re-roll their demanded resource every 30 turns, and city-state quests get replaced every 50 turns (on standard speed). The results of the reroll cannot be identical to the results of the original roll.
VP Congress: Session 1, Proposal 31a
Title: Cities don't demand unknown resources
Proposer: @balparmak
Sponsor(s): @Recursive
Previous Discussion Thread: https://forums.civfanatics.com/threads/45-proposal-cities-dont-demand-unknown-resources.679687/
Proposal Details
Some populi including me have a fundamental dislike about cities demanding unknown resources.
Proposal:
- Cities do not ask for unknown resources. Known resources include any resource the player has discovered (including unimproved and unowned), and all resources known by players met by the player. All luxury resources become known at Astronomy*.
As an upside, this gives a strategic aspect to the decision to explore. If you have all known resources, you may want to delay exploration as long as possible to enjoy your WLTKD for longer.
*: While we could still use the "resources known to the met players" method, in practice, everyone would know about every resource shortly after Caravels. The added flavor/immersion does not justify the cost of computing in this case.
Players, please cast your votes in the poll above. Vote "Yea" for every proposal you'd be okay with if it were implemented. Vote "Nay" if you'd be okay if these proposals weren't implemented. You can vote for any number of options.
All votes are public. If you wish, you can discuss your choice(s) in the thread below. You can change your vote as many times as you want until the poll closes.
VP Congress: Session 1, Proposal 31
Title: Time limits on city resource (WLTKD) demands and CS quests
Proposer: @balparmak
Sponsor(s): @Recursive
Previous Discussion Thread: https://forums.civfanatics.com/thre...-resource-wltkd-demands-and-cs-quests.679684/
Proposal Details
Resource demands and quests are designed as interactive mechanics, yet both can become stale if you're simply unlucky. Cities can get stuck with a resource you can't have until astronomy or with a stubborn CS resource, and some quests can be near impossible or unfeasible to complete (e.g. the building quest proposal). Having a simple timer on both would help without affecting balance. Some quests already have timers, and the others can either have a generic 50 turn one, or a different timer per quest type, whatever the devs find easier to implement. An alternative would be an ability to dismiss undesired CS quests at the cost of small influence hit, but that would be much harder to implement. I'm starting with 30 turns on WLTKD resource demands, but can modify the proposal following the discussion.
Proposal: Cities re-roll their demanded resource every 30 turns, and city-state quests get replaced every 50 turns (on standard speed). The results of the reroll cannot be identical to the results of the original roll.
VP Congress: Session 1, Proposal 31a
Title: Cities don't demand unknown resources
Proposer: @balparmak
Sponsor(s): @Recursive
Previous Discussion Thread: https://forums.civfanatics.com/threads/45-proposal-cities-dont-demand-unknown-resources.679687/
Proposal Details
Some populi including me have a fundamental dislike about cities demanding unknown resources.
Proposal:
- Cities do not ask for unknown resources. Known resources include any resource the player has discovered (including unimproved and unowned), and all resources known by players met by the player. All luxury resources become known at Astronomy*.
As an upside, this gives a strategic aspect to the decision to explore. If you have all known resources, you may want to delay exploration as long as possible to enjoy your WLTKD for longer.
*: While we could still use the "resources known to the met players" method, in practice, everyone would know about every resource shortly after Caravels. The added flavor/immersion does not justify the cost of computing in this case.