lindsay40k
Emperor
I've been working for some time on a rules set that could be implemented as a Civ mod. It's got some features I'm not sure how to implement, though. Right now I'm asking for community opinions on feasibility, not soliciting free code for my personal project! (In all cases, assume the player controls a single city.)
(1) Is it possible to make a Dark Age system, parallel to the Golden Age system, and having a similar but incompatible (triggering one cancels the other) effect?
Is it possible to make techs that:
(2) require the player to have a certain building constructed
(3) require the player to run a certain specialist
(4) increase in cost if certain other techs are researched
(5) are unlocked by spending accumulated values (be they labelled as money, beakers, culture or whatever) as opposed to filling a bucket of beakers turn by turn
Is it possible to make buildables (units, buildings, etc) that:
(6) require the player to run a certain specialist
(7) require the player to be in a Golden (or Dark) Age
Is it possible to make specialists that:
(8) have a cost to recruit
(9) have a cost to recruit that varies with the number of certain specialists
(10) have a cost to recruit that varies with the square of the number of certain specialists
(11) have an upkeep cost
(12) have an upkeep cost that varies with the number of certain specialists
(13) have a cost that varies with the square of the number of certain specialists
(14) Is it possible to make a diplo option to spend money to gift someone a Golden Age?
(15) Is it possible to increase the cost of all techs from an era until a tech from that era has been researched?
(16) Is it possible to make starvation cause unhappiness rather than population loss?
(17) Is it possible to make food surplus generate wealth rather than population growth?
(17) Is it possible to make unit construction reduce population by one?
(18) Is it possible to make population growth happen on the basis of a RNG with success likelihood determined by certain techs and whether or not a food surplus exists?
(19) Is it possible to make a cap on (population plus number of units)?
(20) If (19) is possible, would it be possible to make functions that reduce one player's population cap and increase another player's cap?
(21) Is it possible to make the death of a friendly unit have a likelihood of making a specialist appear in the player's city?
(22) Is it possible to permanently add points to scores, so as to make a 'victory points' system?
(23) Are global projects, like the Civ V World's Fair, doable?
Many thanks for any answers people provide
(1) Is it possible to make a Dark Age system, parallel to the Golden Age system, and having a similar but incompatible (triggering one cancels the other) effect?
Is it possible to make techs that:
(2) require the player to have a certain building constructed
(3) require the player to run a certain specialist
(4) increase in cost if certain other techs are researched
(5) are unlocked by spending accumulated values (be they labelled as money, beakers, culture or whatever) as opposed to filling a bucket of beakers turn by turn
Is it possible to make buildables (units, buildings, etc) that:
(6) require the player to run a certain specialist
(7) require the player to be in a Golden (or Dark) Age
Is it possible to make specialists that:
(8) have a cost to recruit
(9) have a cost to recruit that varies with the number of certain specialists
(10) have a cost to recruit that varies with the square of the number of certain specialists
(11) have an upkeep cost
(12) have an upkeep cost that varies with the number of certain specialists
(13) have a cost that varies with the square of the number of certain specialists
(14) Is it possible to make a diplo option to spend money to gift someone a Golden Age?
(15) Is it possible to increase the cost of all techs from an era until a tech from that era has been researched?
(16) Is it possible to make starvation cause unhappiness rather than population loss?
(17) Is it possible to make food surplus generate wealth rather than population growth?
(17) Is it possible to make unit construction reduce population by one?
(18) Is it possible to make population growth happen on the basis of a RNG with success likelihood determined by certain techs and whether or not a food surplus exists?
(19) Is it possible to make a cap on (population plus number of units)?
(20) If (19) is possible, would it be possible to make functions that reduce one player's population cap and increase another player's cap?
(21) Is it possible to make the death of a friendly unit have a likelihood of making a specialist appear in the player's city?
(22) Is it possible to permanently add points to scores, so as to make a 'victory points' system?
(23) Are global projects, like the Civ V World's Fair, doable?
Many thanks for any answers people provide
