RidetheSpiral23
C2C Map Team
- Joined
- Feb 28, 2012
- Messages
- 389
Wanted to list out some thoughts on improvements and get some feedback on it. If people like it I can more than likely accomplish most of this. I will need some help if I need to add any new tags as well as probably some help with the new super forts stuff. Anyway here it is...
Advanced Improvements
Farms: can build types of farms based upon crops (For example, if your city has wheat you can build a wheat farm). Farms will still increase food at appropriate tech levels. Farms will start (at build) with maximum food output. At intervals of being worked by the city it will "downgrade" to partially harvested farm with less food output. After worked for too long the farm will degrade into normal output from that tile/resource. From there there a two good options; one you could have the improvement disappear and require a worker to build another one, or two, you could have the farm "upgrade" after a set number of turns while not being worked. The second would be nicer since it would effectively simulate crop rotation.
Mines/Quarries: I don't think much needs to change here. I like the current natural progression.
Cottages: the current system works fine. Might be interesting to add an ihappiness tag like there is for health for improvements. Could possibly add an interesting challenge to the game. You could get more growth if you have more places for people to reside.
Pastures: basically number of animals/food output increases as the tile is worked. Basically simulating breeding of the animals. Possibly combined with removing animal resources and creating placable pastures of certain animal types.
Windmill: haven't thought about this one much yet.
Watermill: again not much thought other than transferring quern to an early watermill improvement.
Forts: upgradeable forts! Types of forts obviously available based on tech. Ring fort, palisade, motte and bailey, keep and castle. Would love bombardibility, reduced upkeep for units stationed inside and bonuses for feudalism.
Lookout posts: progression of improvements based in tech. Sentry, wood tower, watchtower etc
Advanced Improvements
Farms: can build types of farms based upon crops (For example, if your city has wheat you can build a wheat farm). Farms will still increase food at appropriate tech levels. Farms will start (at build) with maximum food output. At intervals of being worked by the city it will "downgrade" to partially harvested farm with less food output. After worked for too long the farm will degrade into normal output from that tile/resource. From there there a two good options; one you could have the improvement disappear and require a worker to build another one, or two, you could have the farm "upgrade" after a set number of turns while not being worked. The second would be nicer since it would effectively simulate crop rotation.
Mines/Quarries: I don't think much needs to change here. I like the current natural progression.
Cottages: the current system works fine. Might be interesting to add an ihappiness tag like there is for health for improvements. Could possibly add an interesting challenge to the game. You could get more growth if you have more places for people to reside.
Pastures: basically number of animals/food output increases as the tile is worked. Basically simulating breeding of the animals. Possibly combined with removing animal resources and creating placable pastures of certain animal types.
Windmill: haven't thought about this one much yet.
Watermill: again not much thought other than transferring quern to an early watermill improvement.
Forts: upgradeable forts! Types of forts obviously available based on tech. Ring fort, palisade, motte and bailey, keep and castle. Would love bombardibility, reduced upkeep for units stationed inside and bonuses for feudalism.
Lookout posts: progression of improvements based in tech. Sentry, wood tower, watchtower etc