So, i had promised you all a dev diary for today. Crime was the winning theme in the poll, so here is the Crime dev diary :
Welcome to the Ashes of Erebus Dev Diaries. Today, we'll be talking about Crime.
If you'be been playing FFH for some time, you know that Crime has been added quite early in development but never had much of an effect.
At the moment, it's a simple value almost static (apart from a few buildings), having next to no effect (apart from a few events) and not really integrated to the rest of the game.
(Note that the mechanic that follows is inspired by the way Caveman2Cosmos handled Crime, Disease and Pollution.)
The first step to fix this is to make it more variable.
Instead of giving a one-time value to crime, buildings will now give a per turn value.
In addition, two new promotion lines will be available to certain unit lines to give a positive or negative per turn value to nearby cities.
The Second and Third steps are to give more effects and integrate them better to the rest of the game.
At certain crime levels and under certain conditions, some effects will be added to cities.
For example, get to a 100 crime and have a Tax Office, and you'll get the Tax Fraud effect, giving -15%Gold to the city.
Get to 200 crime with Mind Mana and you'll get the Illusion Forgery effect, decreasing culture and gold
(Numbers are not final)
Mechanically, those effects have the same possibilities as buildings. They will be mostly negative, with some positive mixed in (free xp, promotions to certain units).
-Some civilizations will get unique, more positive versions of those effects (Balseraph don't really care about illusions. Bannor don't have much jailbreaking since they tend to hang people.)
-Some Buildings will also block effects from appearing (Kilmorph priests are very efficient in squashing Frauds).
- A possibility is to have some buildings and Units require a certain crime level before being buildable, though i'm not certain about that. I'm unlikely to do so for base units, but that may be an interesting sub mechanic.
- Some crime Events will be having those effects as prereq, instead of just the crime level requirement that they currently have.
Finally, i'll probably use this update to add a few crime-related things that Kael has mentioned here and there from the Lore.
In conclusion, the goal of this mechanic is for the player to be more thoughtful when choosing new buildings, balancing the risks of the crimes with the usefulness of the building and the potential benefits of some crime. It also offers a new tool to hurt your opponents without necessarily fighting them.
At the end of every dev diary, i'll give you a todo list of the mechanic and the various parts needed to make it work, along with how you can help :
Work needed :
-DLL Add crime per turn variation. (Easy, Quick)
-DLL Add auto-acquire and must-maintain effects to buildings (Easy, Quick)
-DLL,python Add building categories for separate displays in City Interface (Medium, Medium)
-XML,python Design and Balance Crime Effects ( Easy, Long, Collaborative)
Since this mechanic is partly collaborative, here is the google doc you can use to suggest effects :
https://docs.google.com/document/d/11o6jUOXcgTJZk6DB0PTqIr_iVAujETM0C2LsBdHQW7g/edit
Here is the format for those suggestions :
Name : The name of the effect (Ex : Tax Fraud)
Crime Level : The general crime level needed for the effect to happen ( Low, Medium or High)
Prereqs : What is required for the effect to happen ( Buildings, Bonus, civs,...)
Effects : What effects give the crime.
The poll for the next dev diary starts now, and you can find the list of potential themes here :
https://docs.google.com/document/d/14P90zYvnsodp-PLfRDmAehvX--nuhGV6yhKZMUxy9NI/edit
In other news, new revision coming up soon :
Illusionist and Dominant Emergent Traits
various fixes, balance changes and pedia updates
added keepers of noggomortha and salia the everchanging to inactive modules.
In addition, i'm looking for people to help with three things :
- the pedia update, see here :
https://forums.civfanatics.com/threads/ashes-of-erebus-civilopedia-update-project.608283/
- making new diploamcy lines for certain leaders
-various xml tasks, especially events.