zeemeerman2
Chieftain
- Joined
- Jul 21, 2013
- Messages
- 13
Not looked at the code, but is it possible to have some stories having a story requirement, i.e. a story branch?
Like a story of captured barbarians for gold, worker or military;
If you choose worker, story A enters the pool of available stories for as long as the unit isn't killed.
If you choose military, story B enters the pool of available stories for as long as both units aren't killed.
And is it possible for a policy tree (Piety perhaps?) to change story things (cost, reward, pool, rate of stories acquired)?
Lastly, is it possible to add Stories as a Great Person modifier (Bard?); i.e. as a counter to see when you could get your next story?
Like a story of captured barbarians for gold, worker or military;
If you choose worker, story A enters the pool of available stories for as long as the unit isn't killed.
If you choose military, story B enters the pool of available stories for as long as both units aren't killed.
And is it possible for a policy tree (Piety perhaps?) to change story things (cost, reward, pool, rate of stories acquired)?
Lastly, is it possible to add Stories as a Great Person modifier (Bard?); i.e. as a counter to see when you could get your next story?
Story A:
The captured barbarian slaves want to become full citizens of your kingdom.
Option 1: Get them full citizenship. (-200 Gold, +200 Culture)
Option 2: Auction them in slave trade (+50 to +1500 Gold, -Lose unit)
Option 3: Ignore their nonsense and push them to work harder (+50% Resource improvement speed for 5 turns)
Story B:
The captured barbarians want to tell people of advanced military compared to their previous lives.
Option 1: Send them to other civilizations (+Causes diplomatic fear, -Lose 2 units)
Option 2: Learn tactics from them (+5% permanent bonus to Barbarians for all units, -400 Gold)
Option 3: Let them prove it (+15 exp. for both units)