LPlate2
Warlord
- Joined
- Dec 27, 2018
- Messages
- 299
Hi,
I'm working on a mod and have just inputted most of the building details.
I'd appreciate modders' opinions on what are reasonable approaches to assigning costs to the production of buildings.
The simplest type of building that one could consider is one which provides a set number of hammers per turn. It is easy to see in such a case how soon a building will have paid for itself. How many turns is a reasonable payback time (for normal speed or at other speeds)?
This could then be expanded to buildings that provide a modified production rate or vary production based on available resources by applying some assumptions (what's expected average production boost from the building in the x turns after its built or what's the average number of applicable resources that will effect a city where the building is built).
To expand it further to buildings which boost factors, other than production should be a question of relating the relative values of the various yields and commerce. I'm aiming for a one to one ratio for the yields in the mod.
What rationale does anyone apply on coming up with costs for buildings which boost xp or give promotions?
If more than one building give similar boosts but are available at different techs, how should this affect the cost of the buildings? Should the building associated with the later tech be more expensive (and if so, by how much)?
Thanks for any feedback.
I'm working on a mod and have just inputted most of the building details.
I'd appreciate modders' opinions on what are reasonable approaches to assigning costs to the production of buildings.
The simplest type of building that one could consider is one which provides a set number of hammers per turn. It is easy to see in such a case how soon a building will have paid for itself. How many turns is a reasonable payback time (for normal speed or at other speeds)?
This could then be expanded to buildings that provide a modified production rate or vary production based on available resources by applying some assumptions (what's expected average production boost from the building in the x turns after its built or what's the average number of applicable resources that will effect a city where the building is built).
To expand it further to buildings which boost factors, other than production should be a question of relating the relative values of the various yields and commerce. I'm aiming for a one to one ratio for the yields in the mod.
What rationale does anyone apply on coming up with costs for buildings which boost xp or give promotions?
If more than one building give similar boosts but are available at different techs, how should this affect the cost of the buildings? Should the building associated with the later tech be more expensive (and if so, by how much)?
Thanks for any feedback.