four ideas

tramwajg

Prince
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May 9, 2014
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Poland
hey, what do you think about the following? numbers on this list match to numbers on picture

1) what are uses for myth effects in late eras? I was thinking that maybe replacing all myth effects with something one unified could improve performance and memory usage?

2) shouldn't buildings that are disabled/replaced be completely excluded from appearing in city list, like obsolete ones? or it does not matter for memory usage?

3) maybe instead of education effects like on this list, these could exist between 5000 and 7500 with summed up effects, instead of between 5000 and 2000000? or maybe higher bases replacing lower ones? so that, level 7 (enlightened) could give +28 science, +35% production commerce and science, and all other numbers summed up in similar way (for example, 1+2+3+4+5+6+7% trade route yield would be 28%), and exist as one entry instead of multiple? same with education knowledge bases, tourism levels, etc.?

4) maybe these stackable promotions could sum up to one effect of -30/turn city and -15/turn plot instead of 10 separate lines?
 

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I'll comment on the other 3 later but:
4) That would be lovely but the way that the complex programming was designed architecturally makes that nearly impossible.
 
3) maybe instead of education effects like on this list, these could exist between 5000 and 7500 with summed up effects, instead of between 5000 and 2000000? or maybe higher bases replacing lower ones? so that, level 7 (enlightened) could give +28 science, +35% production commerce and science, and all other numbers summed up in similar way (for example, 1+2+3+4+5+6+7% trade route yield would be 28%), and exist as one entry instead of multiple? same with education knowledge bases, tourism levels, etc.?
Yeah, I did this in my MToS modmod, worked fine there.
 
1)
Toffer removed myth/stories effect buildings in MTOS

I would take step more and completely erase Storys and Stories, and remove Myth Effects.
So them there would be 200 or so of Myth type buildings instead of 1000 pseudobuildings.

Then Myth building would be evolving buildings - its commerces and properties would change with techs.
Some Myth buildings are required by stuff, so myths would never be obsolete, or gated by civic.
 
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3) maybe instead of education effects like on this list, these could exist between 5000 and 7500 with summed up effects, instead of between 5000 and 2000000? or maybe higher bases replacing lower ones? so that, level 7 (enlightened) could give +28 science, +35% production commerce and science, and all other numbers summed up in similar way (for example, 1+2+3+4+5+6+7% trade route yield would be 28%), and exist as one entry instead of multiple? same with education knowledge bases, tourism levels, etc.?
So could be fine I just wasn't sure if I would leave any overlap or a small odd gap based on the technicals of how the activation of buildings turning on and off might have worked. Also was easier to chart out without thinking of it like this so would then take some totalling to write it up but if someone wanted to do it this way that's fine. It does also mean that if you make an adjustment to the progress chart, all the following buildings would need to be adjusted from the point outward of the building that is modified at a point in the progression.
 
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