Prodigyx732
Chieftain
- Joined
- Apr 2, 2012
- Messages
- 49
-I think it would be cool to be able buy a unit, but pay for it on a per turn basis. As an example, say a warrior cost 100g upfront, so normally that would be 10g each turn for 10 turns. However, because you get the warrior early (because you've yet to pay full amount), you have to pay 10% interest. So that would be 11g per turn + maintenance cost of course. This would be good for say, your town get's hit by a couple barbarian's, and you have no units around to defend and you don't enough have to pay the full amount for a new unit.
-I think it provides a risk vs reward mechanic to a certain extent. If the unit dies before the 10 turns is up, you will still have to pay the rest of the gold (so be careful). This function would be to counter just deleting the unit after his usefulness is outlived (Would just be considered a mercenary otherwise) Also, you will be unable to upgrade/gift (ect) during those 10 turns.
-Now say if you can no longer pay for this unit because you reached 0 gold, I was thinking maybe the unit could be confiscated. Now whether this part is a good idea and whether you should have to finish paying for it is beyond my mental comprehension (for balance reasons of course)
Not good enough? I was actually thinking the same thing for city states. To pay on a per turn basis for influence rather then throwing 600 gold whenever you have the it. I think this would combat Civ's somehow getting a crazy amount of influence by turn 50. Of course during this process, you wouldn't lose influence, so it won't come cheap. This would scale the same way opportunities do, depends what turn you are on. I think that's how opportunities scale anyway.
Feel free to shoot down my idea's, call them stupid and unintelligent ect.. Sound's good on paper
-I think it provides a risk vs reward mechanic to a certain extent. If the unit dies before the 10 turns is up, you will still have to pay the rest of the gold (so be careful). This function would be to counter just deleting the unit after his usefulness is outlived (Would just be considered a mercenary otherwise) Also, you will be unable to upgrade/gift (ect) during those 10 turns.
-Now say if you can no longer pay for this unit because you reached 0 gold, I was thinking maybe the unit could be confiscated. Now whether this part is a good idea and whether you should have to finish paying for it is beyond my mental comprehension (for balance reasons of course)
Not good enough? I was actually thinking the same thing for city states. To pay on a per turn basis for influence rather then throwing 600 gold whenever you have the it. I think this would combat Civ's somehow getting a crazy amount of influence by turn 50. Of course during this process, you wouldn't lose influence, so it won't come cheap. This would scale the same way opportunities do, depends what turn you are on. I think that's how opportunities scale anyway.
Feel free to shoot down my idea's, call them stupid and unintelligent ect.. Sound's good on paper