Faustmouse
Deity
- Joined
- Jan 31, 2012
- Messages
- 3,524
Maybe the Ecologist should be a Specialist but not a unit. Or maybe an upgradable building.
This will stop young cities from having a ridiculous amount of +1 gold buildings. This will also give a great new meaning to the Labor civic you choose.
I can see this maybe working for the slower game speeds (were Gold flows like honey) but will cripple Epic and Normal (were you have to Really manage your Gold and Every gold producing bldg is a Must have).
JosEPh
Well at some point we will have to add a bunch of Galactic Era units, such as spacecraft. What are you going to do then?
Alright, I think I might as well share this idea I came up with awhile back...-These two properties will function more like the "Flammability" property, which is more static, than the 'Crime" property, which diffuses over tiles.
Two New Properties: Unemployment & Homelessness
-Unemployment: As the population grows, so does unemployment. However, with each building that requires work to be done, (Stick gatherer, factory, Police Station,etc.) the unemployment decreases. If there is not enough unemployment in the city, then new buildings you construct have no effect! This will stop young cities from having a ridiculous amount of +1 gold buildings. This will also give a great new meaning to the Labor civic you choose.
-Homelessness:Same as Unemployment, the Homelessness property grows with the population. Similar to unemployment, you can decrease this with houses. In each city, it is possible to have 1 of each low density house, 2 of each medium density, and 3 of each high density. Eventually, the default housing will not be enough to hold your citizens. Then, you will have to build the cottage improvement to support new citizens. With each cottage, you can make 3 of each low density and 1 medium, with the hamlet you can make 2 low 3 medium, with the village you can make 1 low 3 medium and 1 high. With the town you make 2 medium and 4 high. Hope that wasn't too hard to follow. Yes, this idea will require homes to no longer be autobuilt. Please consider. Thanks for reading.
Regarding the civics, I would rather not the civics directly influence properties such as air pollution. I would much rather the buildings they unlock reduce air pollution.
It has nothing to do with the era! I will need to many units at the same time.
In an old game I would need 1-2 defenders plus a spy in each city; two bands/armies one for defense (8-10) units and one attack (12-16 units extras being siege and healer); 10-25 dogs patrolling my borders; 5 hunters out hunting; 10-20 workers and maybe a few specialists as well. Oh plus animals and missionaries.
Now I need 2-5 crime fighters per city, 1-2 healers per city and 1-2 environmentalists per city. OR 4-9 extra per city. This means that I have too many units when I get over 20 cities.
I would have been much happier if the anti-crime, anti-disease etc was done with buildings not units.
Plus weren't you going to introduce some Diplomat and POW units too Not to mention land mine and water mine units? The Ecology type units would not appear until the Renaissance Era anyways.
But you did see it in the Challenge game, right?
JosEPh
I think it's a rather simple to see but not sure about fixing.
If Eternity is now 14,000 turns and Epic is now only 2000 and Normal 1000 turns respectively, then the formula used Must be Very restrictive at the 14,000 turn and no restrictions at 1000 turns.
It's been 37 years since I really used Differential equations but someone up to snuff with current math should be able to figure it out ( like Koshling or AIAndy, perhaps maybe even ls612).
You just can't put the same restrictions on Normal/Epic and reasonably expect them to play just like Snail/Eon/Eternity. Just won't happen with % Modifiers.
JosEPh
I think it's a rather simple to see but not sure about fixing.
If Eternity is now 14,000 turns and Epic is now only 2000 and Normal 1000 turns respectively, then the formula used Must be Very restrictive at the 14,000 turn and no restrictions at 1000 turns.
It's been 37 years since I really used Differential equations but someone up to snuff with current math should be able to figure it out ( like Koshling or AIAndy, perhaps maybe even ls612).
You just can't put the same restrictions on Normal/Epic and reasonably expect them to play just like Snail/Eon/Eternity. Just won't happen with % Modifiers used across the board.
JosEPh
Maybe there should be?But there are no modifiers applied to gold that relate to game speed.
Maybe there should be?
JosEPh
Well! It turns out that working on civics is kind of fun. Now quite a lot of the ones I've got in https://docs.google.com/document/d/1T0aB5ALDGwx0SpWP92TBomAImSqsFJj4r78zPuur2qg/edit would require SDK work to actually implement, so I'm not going to bother (last time I tried I couldn't even set up the compiler right) but hey, it's a (start of) a different view of how the civics could be.
Well! It turns out that working on civics is kind of fun. Now quite a lot of the ones I've got in would require SDK work to actually implement, so I'm not going to bother (last time I tried I couldn't even set up the compiler right) but hey, it's a (start of) a different view of how the civics could be.
Interesting suggestions. I do like reduction in the number of effects for each civic.
one thing i found critical. there is not flamability reducing building until very late of the game