lemmy101
Emperor
- Joined
- Apr 10, 2006
- Messages
- 1,064
Another thing we're talking about doing, this would be quite a massive shift from the core Civ 5 gameplay so may do it in another mod, but to save on making new threads left and right I'll post it here.
Sprawling City Building Mod - Needs a better name
This system changes how cities work dramatically.
When you build a city, you're effectively just setting down a single town tile that's only a small part of your eventual city. You can draft workers from the population (up to a maximum of say 2/3) to work the lands around your city centre, as before.
The amount of buildings you can build in a city centre (the tile you built the city on) is cut down dramatically, with the ultimate aim that ALL traditional building / wonder construction will be removed from the game entirely.
Its replacement? Your workers can build buildings and wonders on the tiles surrounding the city just as they currently build improvements.
Improvements will be changed to have a radius effect (made visible in-game somehow) if worked by population, and the distance from the city centre that population can work is increased dramatically. Farms will provide food for a radius around the tile, barracks can build military units, wonders are built on the tile they appear on and may have an area affect etc.
Workers, when building an improvement, building or wonder, will build at a rate of the amount of production available in the yields surrounding the worker's construction site (worked or unworked, though perhaps worked tiles would provide a bonus since the workers would not need to obtain those materials themselves). Barracks and other production buildings will build at a rate based on the production in their vicinity also.
Buildings will get a severe penalty to production/effectiveness if they are not within the range of a free farm or other food source, or alternatively a trade route to get supplies from the nearest city.
This will change war dramatically, as the ability to pillage will make an attacking force all the more dangerous. Even wonders are not immune to pillaging, though pillaging will take sufficient time so as it can be stopped and reversed.
Walls will be redesigned to use the 'great wall' code to be created by workers (not sure of how this would work, but the hope is to allow players to create their own walls tile by tile) to give a huge defensive bonus to those behind it.
Air units would be built using an airport, sea units from a dock. Basically we're taking the cities out of the one tile and sprawling them over the landscape, giving the player infinitely more strategy in how their cities are built.
Another one for the DLL SDK I'm afraid. We'll probably co-develop this one separately (jumping between them as and when we get bored / frustrated with the other) but integrate religion etc into this version at a later date, tailored to this version of the game.
Thoughts / suggestions?
Sprawling City Building Mod - Needs a better name
This system changes how cities work dramatically.
When you build a city, you're effectively just setting down a single town tile that's only a small part of your eventual city. You can draft workers from the population (up to a maximum of say 2/3) to work the lands around your city centre, as before.
The amount of buildings you can build in a city centre (the tile you built the city on) is cut down dramatically, with the ultimate aim that ALL traditional building / wonder construction will be removed from the game entirely.
Its replacement? Your workers can build buildings and wonders on the tiles surrounding the city just as they currently build improvements.
Improvements will be changed to have a radius effect (made visible in-game somehow) if worked by population, and the distance from the city centre that population can work is increased dramatically. Farms will provide food for a radius around the tile, barracks can build military units, wonders are built on the tile they appear on and may have an area affect etc.
Workers, when building an improvement, building or wonder, will build at a rate of the amount of production available in the yields surrounding the worker's construction site (worked or unworked, though perhaps worked tiles would provide a bonus since the workers would not need to obtain those materials themselves). Barracks and other production buildings will build at a rate based on the production in their vicinity also.
Buildings will get a severe penalty to production/effectiveness if they are not within the range of a free farm or other food source, or alternatively a trade route to get supplies from the nearest city.
This will change war dramatically, as the ability to pillage will make an attacking force all the more dangerous. Even wonders are not immune to pillaging, though pillaging will take sufficient time so as it can be stopped and reversed.
Walls will be redesigned to use the 'great wall' code to be created by workers (not sure of how this would work, but the hope is to allow players to create their own walls tile by tile) to give a huge defensive bonus to those behind it.
Air units would be built using an airport, sea units from a dock. Basically we're taking the cities out of the one tile and sprawling them over the landscape, giving the player infinitely more strategy in how their cities are built.
Another one for the DLL SDK I'm afraid. We'll probably co-develop this one separately (jumping between them as and when we get bored / frustrated with the other) but integrate religion etc into this version at a later date, tailored to this version of the game.
Thoughts / suggestions?