raystuttgart
Civ4Col Modder
Ok guys,
one of my other old concepts is about "Connection and Distance to Capitol".
It would impact "Culture", "Happiness" and "Liberty Bells".
To simplify:
The concept wants you to connect all your Cities (in most cases by Roads) to your "Captiol".
(Later also Regional Capitols.)
Alternatively to Roads you are also allowed to connect by Sea Route.
(But you will get a lower Connection Bonus compared to Road if you do.)
-----
Capitol and Regional Governments:
First, you will have a "Captiol". (Flagged by a Golden Star.)
Later you will also be able to acquire "Regional Government Cities". (Flagged by a Silver Star.)
(e.g. all 10 Cities - but the value will be configurable in XML.)
You can only declare Cities to become "Regional Government Cities" if they are connected to the "Captiol" themselves.
(But again, both "Road Connection" and "Sea Route" are allowed.)
Also to declare a City a "Regional Government City" it will at least need a "City Hall".
(That will be configurable in XML - do not worry.)
You will also be able to set / change both "Captiol" and "Regional Government Cities" to another City.
(For both above unitl see below: rules for changing, specific Buildings build)
-----
Changing Capitol and Regional Governments:
Changing the "Capitol" however comes at the cost of e.g. 5 turns unrest in the former Capitol before that change actually happens.
Changing the "Regional Government Cities" however comes at the cost of e.g. 2 turns unrest in the former "Regional Government Cities" before that change actually happens.
Having a "Capitol" or "Regional Government Cities" captured by the enemy with at temporary "Happiness" malus in all other Cities.
-----
Capitol / Regional Government Buildings:
Only in "Capitols" you will be able to build "Continental Congress".
Only in "Regional Government Cities" you will be able to build "Government Palaces".
Once you have built these, you can not remove / change the status "Capitols" / "Regional Government Cities" anymore.
-----
Bonus / Malus:
If you do succeed to connect your Cities, you get a small bonus on "Culture", "Happiness" and "Liberty Bells" in the connected Cities.
If you do not, you get malus on "Culture", "Happiness" and "Liberty Bells" in Cities not connected.
The "Capitol" / "Regional Government Cities" itself will also get a small bonus on "Culture", "Happiness" and "Liberty Bells".
Additionally the Domestic Demand will increase or decrease depending on being connected or not connected.
-----
Distance Modifier:
The Bonus / Malus depends on the Distance to the next connected "Capitol" / "Regional Government Cities".
Comment to Origin:
It is by the way another one of my old "Path to the Throne" concepts and it was connected to "City Swapping".
Since "City Swappigng" however is already cancelled due to community feedback, we do not need to discuss it anymore ...
-----
Comment to Game Design:
The feature in itself may at first sound boring, but it has a lot of potential to be expanded or interact by other concepts I have ...
It is not the "single feature" that matters, it is the way you can combine mutliple features to a real game design.)
Thus I am normally not really happy if a game concept is cancelled,
because it starts shaking the "game desigmn" / game architecture I would like to build with mutliple features.
-----
Considering gameplay:
Basically this just wants you to consider where you put "Governments" and how you can connect your Cities.
Considering AI:
It is actually easier to implement for AI than it may sound.
This problem is just "complicated". It is not "complex".
Considering Effort:
The game logic is basically already there in my old technical design.
The effort simply depends on the algorithm to find "connected Cities".
Considering Balancing:
It will be possible to balance the complete feature in XML.
(Distances, Cities needed to be allowed another Government, bonusses, malusses, ...)
-----
@Nightinggale:
I dug out this concept due to our discussions about "regions" yesterday.
Before the discussion about regions, I was not sure if we could implement something like that performantly ...
As I said:
Do not worry, I still have many more of these concepts ...
Tell me what you are technically creating and I will find a game concept for it in my archive ...
-----
Best regards
ray
one of my other old concepts is about "Connection and Distance to Capitol".
It would impact "Culture", "Happiness" and "Liberty Bells".
To simplify:
The concept wants you to connect all your Cities (in most cases by Roads) to your "Captiol".
(Later also Regional Capitols.)
Alternatively to Roads you are also allowed to connect by Sea Route.
(But you will get a lower Connection Bonus compared to Road if you do.)
-----
Capitol and Regional Governments:
First, you will have a "Captiol". (Flagged by a Golden Star.)
Later you will also be able to acquire "Regional Government Cities". (Flagged by a Silver Star.)
(e.g. all 10 Cities - but the value will be configurable in XML.)
You can only declare Cities to become "Regional Government Cities" if they are connected to the "Captiol" themselves.
(But again, both "Road Connection" and "Sea Route" are allowed.)
Also to declare a City a "Regional Government City" it will at least need a "City Hall".
(That will be configurable in XML - do not worry.)
You will also be able to set / change both "Captiol" and "Regional Government Cities" to another City.
(For both above unitl see below: rules for changing, specific Buildings build)
-----
Changing Capitol and Regional Governments:
Changing the "Capitol" however comes at the cost of e.g. 5 turns unrest in the former Capitol before that change actually happens.
Changing the "Regional Government Cities" however comes at the cost of e.g. 2 turns unrest in the former "Regional Government Cities" before that change actually happens.
Having a "Capitol" or "Regional Government Cities" captured by the enemy with at temporary "Happiness" malus in all other Cities.
-----
Capitol / Regional Government Buildings:
Only in "Capitols" you will be able to build "Continental Congress".
Only in "Regional Government Cities" you will be able to build "Government Palaces".
Once you have built these, you can not remove / change the status "Capitols" / "Regional Government Cities" anymore.
-----
Bonus / Malus:
If you do succeed to connect your Cities, you get a small bonus on "Culture", "Happiness" and "Liberty Bells" in the connected Cities.
If you do not, you get malus on "Culture", "Happiness" and "Liberty Bells" in Cities not connected.
The "Capitol" / "Regional Government Cities" itself will also get a small bonus on "Culture", "Happiness" and "Liberty Bells".
Additionally the Domestic Demand will increase or decrease depending on being connected or not connected.
-----
Distance Modifier:
The Bonus / Malus depends on the Distance to the next connected "Capitol" / "Regional Government Cities".
- The higher the distance, the lower the bonus if connected.
- The higher the distance, the higher the malus if not connected.
Comment to Origin:
It is by the way another one of my old "Path to the Throne" concepts and it was connected to "City Swapping".
Since "City Swappigng" however is already cancelled due to community feedback, we do not need to discuss it anymore ...
-----
Comment to Game Design:
The feature in itself may at first sound boring, but it has a lot of potential to be expanded or interact by other concepts I have ...
It is not the "single feature" that matters, it is the way you can combine mutliple features to a real game design.)
Thus I am normally not really happy if a game concept is cancelled,
because it starts shaking the "game desigmn" / game architecture I would like to build with mutliple features.
-----
Considering gameplay:
Basically this just wants you to consider where you put "Governments" and how you can connect your Cities.
Considering AI:
It is actually easier to implement for AI than it may sound.
This problem is just "complicated". It is not "complex".
Considering Effort:
The game logic is basically already there in my old technical design.
The effort simply depends on the algorithm to find "connected Cities".
Considering Balancing:
It will be possible to balance the complete feature in XML.
(Distances, Cities needed to be allowed another Government, bonusses, malusses, ...)
-----
@Nightinggale:
I dug out this concept due to our discussions about "regions" yesterday.
Before the discussion about regions, I was not sure if we could implement something like that performantly ...
As I said:
Do not worry, I still have many more of these concepts ...

Tell me what you are technically creating and I will find a game concept for it in my archive ...
-----
Best regards
ray
Last edited: