Thunderbrd
C2C War Dog
Those numbers sound perfect to me! I really like this idea too... it makes sense that you'd need to really train the crap out of the new unit to get them back up to the expected level of excellence their fore-bearers had achieved and with the retraining mechanism enabling the swapping out of some old and less pertinent promos for newer ones, it means that training is taking place all the more. So sure... the more gold to upgrade by level is spot on as an idea. And I think the 5% per level past 4 is just right... might even want to make it 5% past lvl 1.Yes, it can easily be coded. However, getting the costs right for C2C's gold situation is another matter entirely.
@Magnus: I'm thinking more of 5% additional cost per level after 4th or so, as that is where most units start after free xp and all that. But whatever numbers we come up with it should be easy to add.
This would also finally make he promos and traits and such that cut this down by another percentage all the more valuable too, which would be a good thing I think.
We've thrown this idea around for Heroes of course but most definitely for the planned Leaders as Units project. In an advanced state of development on that project is when you might see something like this implemented (as an option since not all would want this.)Probably it is possible to implement the mechanics that will make generals and great people die out (not to have them existing for thousands of years), including those added to the cities?.. so you have some great people units for somewhat 100 turns?..
A BIG and laborious project nearing on my project list is to go through all our help hovers and generate extra hotkey accessed pages for them and isolate out the really lengthy info into a hotkey page. This will make our help hovers useful again but boy is it a pain to setup so I've been a bit reluctant to charge into this one. But at least I've done it before so I know how and its something that REALLY needs to get done because I myself am sick of being unable to see the most pertinent info on those hovers... and its not just traits... its nearly all of them that suffer from having so much info on objects in C2C that it's just overwhelming the screen sizes.Another thing I noticed is that when other leaders gain traits, the trait's large descriptions do not permit to read about that leader's attitude towards you... You just read large papersheet of "Agricultural: gives... ... ..., Philosophical... ... ...".
Really a very good idea BUT until the military side of AI is better developed it could end up backfiring. If nations at war just stifle themselves and none of them really gains much ground because they strategically fight like crud, then all this would end up doing is benefiting the player.I might suggest also make huge envy penalties for the leader nations to provoke the lesser nations unite their force to counterbalance the leading nations...
We're looking at a complete restructuring of Rev perhaps - so this could be given further consideration at that time or after. At the moment, Rev is something we don't do too much to tweak with. Mostly due to a vague understanding of it since it spans both Py and C++ and most of us are one or the other or too busy to look too deeply into it. It's current implementation in C2C which is probably a rather out of date version is also seriously buggy for OOS errors in multi-play.And finally, it should be so sweet to make the revolutions happen more often, in your empire and the others, to have more political variety. Since my nation and 4 other nations managed to clean up all their respective continents from their rivals, there is almost no chance to see some nation splitting. What if anytime you try to change civics, there may be a great chance to have part of your country to split for the reason they didn't want to change those civics... For example, You are Republic under Federative... And you try to change something, for example, state religion, and half of your territory falls into the same nation, but AI rival player (Independence wars, antislavery wars, religious wars.... etc.) Probably that might be managed with events... (In Hittie Republic a leader emerges to make a Youruba Hittie Empire, a civil war starts...). Even when using a spy to change your neighbor's civics might provoke that, simulation of a rupture between conservatives and reformers to cause a full scale civil wars, including your rivals doing the same to you.
Ah yes... true that would be rather easy. I get the impression this is ls612's next project then so I'll butt out of it myself.Then there are the promotions and buildings that reduce the cost of upgrade! However it is trivial to code.as simple asNew cost = old cost * (1 + integer divide(level/ levels per increase)* increase percentage)