ZergMazter
Prince
@Flintlock
I have played with specialists for a while in the editor and I wish there were MORE options. I really liked civ4's concept of unique people specialists that joined the city as a super specialist. I'm not trying to copy civ4 but as a ruler it would feel more engaging if your servants could do more that just be there and could enforce your will in a more meaningful way.
Could anything be done to specialists to give them more depth such as:
Requirements:
-Require a resource available to the city to become available for hire.
-Require a building built in the city to become available for hire.
-Require a certain government to become available for hire.
-Require a certain unit to join the city to become available for hire.
-Require a certain specialist to be hired in the city to allow a unique unobtainable specialist.
Enhancements:
-Ability for specialist to provide food (1-?).
-Ability for specialist to provide or remove pollution (1-?).
-Ability for specialist to provide culture (1-?).
-Ability for specialist to provide a resource (1-?).
-Ability for specialist to upgrade to another specialist via research (Disabling the old one).
-Ability for a certain specialist to be consumed when a certain unit or building is built.
-Ability for AI to use vanilla specialists and modded ones as a result.
Limits:
-Limit how many of each kind can be hired per city (1-?).
-Limit how many of each kind can be hired per city based on resource amount (1 resource per specialist).
-Make specialists locked to their specialty.
With even a fraction of these options available one can accomplish so much through configuration!
I have played with specialists for a while in the editor and I wish there were MORE options. I really liked civ4's concept of unique people specialists that joined the city as a super specialist. I'm not trying to copy civ4 but as a ruler it would feel more engaging if your servants could do more that just be there and could enforce your will in a more meaningful way.
Could anything be done to specialists to give them more depth such as:
Requirements:
-Require a resource available to the city to become available for hire.
-Require a building built in the city to become available for hire.
-Require a certain government to become available for hire.
-Require a certain unit to join the city to become available for hire.
-Require a certain specialist to be hired in the city to allow a unique unobtainable specialist.
Enhancements:
-Ability for specialist to provide food (1-?).
-Ability for specialist to provide or remove pollution (1-?).
-Ability for specialist to provide culture (1-?).
-Ability for specialist to provide a resource (1-?).
-Ability for specialist to upgrade to another specialist via research (Disabling the old one).
-Ability for a certain specialist to be consumed when a certain unit or building is built.
-Ability for AI to use vanilla specialists and modded ones as a result.
Limits:
-Limit how many of each kind can be hired per city (1-?).
-Limit how many of each kind can be hired per city based on resource amount (1 resource per specialist).
-Make specialists locked to their specialty.
With even a fraction of these options available one can accomplish so much through configuration!
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