Idea for Modders: Creating a "Rush" feature

Cyrus of Persia

Warlord
Joined
Feb 26, 2011
Messages
114
I thought of this idea and thought it would be good to share it with everyone else in case you wish to use it in your mods. If this has been done and talked about before then my apologies.


Rushing through specialists
This works by creating a new building which would have no cost to build and can exist in all cities by default (perhaps can be indestructible as well). The building would have no benefit or cost in itself. It would have a certain number of specialist spots. A new type of specialist should be added for this. So for example lets call the building "City Development Center" and lets call the Specialist a "Worker". When any citizens are assigned as specialists to this building they could produce +5 production for example but will produce -10 gold for example. This gives you the ability to increase production at a high cost temporarily in order to achieve whatever you need that needs be done immediate. This is useful for new cities if you need to increase production in order to get the city on its feet quickly. It can be useful with Wonders as well. This gives the player flexibility and more satisfaction from having more control in the development of the player's cities.

Note that this system can actually be used in all sorts of ways and is not limited to just production. You can have the city convert any type of yield to another in a rush concept with a cost penalty. One of my favorite applications of this which actually inspired this idea for me was the use to pump up the growth of a city! We can call the building the "Immigration Office" and when a specialist is assigned to this your growth can be increased by lets say +5 while the specialist may cost 10 gold to maintain for example. This is suppose to represent the government paying incentive to people to move to the city at a cost to the government. This allows you to rush your growth with a gold cost to promote people to move to your city.

As you see this can even apply to culture, though such applications should be decided upon wisely and with much thought. You can even have a "whipping center!" that gives you extra production by whipping people to work and it can cost you culture or growth (causing negative growth).

Only concern would be whether the AI can utilize this and not misunderstand it which I believe in some uses of this should not cause a problem. But those who are more familiar with the AIs behavior can tell us more about that.


I hope you liked this and find it useful.
 
Only concern would be whether the AI can utilize this and not misunderstand it

I can tell you right now, the AI would be HORRIBLE at this. (We've had this discussion before, about specialists that subtract yields, but you're taking it much further than anyone had previously.) Here's why.

1> It's bad at "situational" stuff in general; either it'd use the specialists, despite the massive penalty, or it wouldn't use them at all, putting the AI well behind players that know when to use it. There's very little in between for an AI.

2> The Focus city management AIs would be useless to a player for the vast majority of situations. Selecting "Production Focus" would make your cities use these Builder slots, even though you really wouldn't want the drawback. So then you'd have to override the specialist allocation for anything other than Default Focus, which makes things that much more difficult for the player.

3> If you make the weightings such that the AI does use them in the general case (Default Focus), it probably uses ALL of them. So it'd try running a +5 production/-10 gold specialist at the same time it runs the +5 gold/-10 production, and loses 5 from both yields for no gain. If it only runs them when in the more specialized situations (Production Focus), then it sees nothing wrong with running as many +production specialists as possible.

4> Puppet cities would be AWESOME, because they run Gold Focus and don't care about anything other than gold production. Unless your +Gold specialist had the wrong drawback, which could completely gimp the city. (-10 production, for instance, would mean that the city never builds anything again... which is actually great for a puppet!)
 
Back
Top Bottom