Addition to Science/Cutlure/Esp - "Defense"

Headlock

Nomnomnomnom
Joined
Sep 1, 2007
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Over there!
Hi All,

- (I'm pretty sure this would require a good deal of python, and probably some AI work.)

The basic idea is add a Defense slider to the Culture/Science/Espionage sliders.

This slider would allow you to directly control how much you actually want to spend on military units & buildings Only.

This arose from my realisation that when im invaded i instantly crash-drop my culture and science spending, up my espionage and try to buy as much units as i can, buy immediate war tech from other civs, etc.

The defense cost is done automatically at the moment, ie. the fixed cost of a unit, modified by civics.

It would maybe be more elegant to rather instead increase my defense spendin, at the proportional cost of Sci/Cult/Esp. This could affect the build times of war units/buildings ONLY (not Too much- eg a 5 turns to build an Knight would be 4 turns, and no "instantaneous" units). It could also speed the recovery of units in cities, and add some towards research of military tech.

This would all be at a very high cost though, to prevent super fast and strong war-civs.
- e.g., At the moment when you increase sci spending by 10% it (I think) reduces CuLT &Esp spending by 10% each. Here, if you inceased Defense spending by 10% it would decrease sci/cult by 15% and esp by 5%.

so, you would have a instant visual guide to how your economy is balanced.
As the effects would be automatic it would not entail any more micro-management.

A good example of this is the Mobilization from i think Civ2 or 3, not sure which. The Defense slider is more subtle as you do not change gov or civics, just where and how your income is spent.

Ideas, Comments?

Regards,
HDK
 
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