raystuttgart
Civ4Col Modder
The first need might pop up at a population of 8.As I understand it, the system attempt to challenge larger settlements.
At what size do you think a settlement should receive its first need, and at what rate (increase in population) should new needs be added?
(Probably only some really basic need, e.g. 20+ food stored.)
Then every 2 more pop, 1 additional need could be added.
(With increasing complexity to fulfill.)
For really large cities some more difficult needs will pop up.
(e.g. specifical Yield amounts large enough to satisfy domestic market, specifc amount of specific Experts, peace with close by neighbours, ...)
So the first needs that pop up (in small cities) are probalby still easy to fulfill.
Later needs (in large cities) will become more difficult to fulfill.
But all of this can then be configured and balanced in XML.
I personally have already lots of ideas for City Needs.
And of course the rest of the team will definitely have as well.
We would definitely also release this as a "Beta-Release" first to collect further feedback from community and supporters.
I am currently planning to always have the list of needs popping up (depending on population) be the same.Is the list of needs individual to each settlement, or is it always the same.
It will simply make this game concept a bit easier for players - and less "micro-management".
Randomizing would be possible as well - but as already discussed it would add more need of paying attention and thus more managing.
Thus I feel that even more community members would dislike the concept than already now.
There is purposely no specific consequence or reward for every single need individually.Players might be able to pay to dismiss a need (at any time/when first revealed) - loosing out of a potential benefit, by avoiding risk until the settlement adapts to fulfill the need.
Player would easily say: No, I will not satisfy this need because I know that consequence / reward is not worth it.
A) That is not how "Dissatisfaction of Population" works in reality - at least not for my immersion.
B) It would make the "City Need System" too easy to exploit.
Thus the rewards / concsequences are tied to % thresholds and (increasing) triggering chances over time.
I hate if systems become too deterministic and thus too easy to ignore ingame without any consequences or even exploit.
There is currently however no clear opinion if this should be implemented at all or not.
(We need to have a 100% consense in the team and a majority of about 2/3 of community before I really consider to start implementation on this.)
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