CCTP Overworked Yield System

Gilgamesch

Ancient Alien
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Dec 15, 2010
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With the next update you will probably notice, that in the startin phase (Pre_historic Era), many terrain/feature yields are decreased.
This is intended and for a very good reason.:mischief:

Now CCTP is adjusted more then ever by the discovering of new technologies.
This means many technologies increase the yields of terrain/features directly in game.
The goal of this change is a dynamic system that interact more with the tech tree.
For this reason i added a lot of new technologies, currently we have 515 technologies at all.
Not all of them are included for the reason above, we have some nice ideas in mind, but we need some more time until we will tell you what we are planning, so big surprise:dance:

Back to the yields.
While the system becomes more dynamic, this also will include a lot of new buildings that require nearby features and give bonus yields to this features.

This also includes the new policy branches, in this case the most important are Survival (Pre_Historic) and Agriculture Revolution (Medieval), that are focused on yields and infrastructure.
Also the policy requirement for many resources will bechanged/overworked to work better, and more realistic at all.

Ok that a short overview of the next update.
If you have any suggestion, critic or questions, feel free to post:D
 
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While we are updating the yields, the best would be to give some civs a extra yield bonus.

This is needed due the fact that some civs are more powerfull then others in CCTP.
Persia is one of the best examples, the endless golden ages are not intended and a to unbalanced.

Some civs like Marocco will get extra yields on deserts.
I should note, that with the next version, the desert will not provide any yield in the starting phase until you discovered the tech Fire.
This doesnt count for Hills, Flood Plains, Desert on rivers and on coast tiles.

Due the use of Dll Tables, the yield system can be better defined and i hope it will work more realistic.
 
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