Zegangani
King
- Joined
- Oct 9, 2020
- Messages
- 898
With the Newest NFP Updates, Firaxis implemented New Tables in the GameplayShema of the game, that aren't yet used (empty).
In the latest NFP Mode, the Heroes Mode, they implimented some Hero Mode Tables into the Base Game (without having the Babylon Pack/Exp1 or 2). But another Table was added befor that: "Improvements_Mode". It has 3 Columns: ImprovementType, Industry and Corporation. These last 2 are boolean columns, so I suppose a ImprovementType can be either an Industry or a Corporation (or perhaps both). There are also 3 other tables that I found: The 1st one is "Greatworks_Mode". It has 2 Columns: GreatWorkType and RequiredGovernor. The 2nd one is "GreatWorks_ImprovementType" and has 3 Columns: GreatWorkType, ImprovementType and ResourceType. And the 3rd one is "Improvement_YieldsOutsideTerritories", and has only 1 column for the ImprovementType, very likely for generating Yields outside of one's Territory. But that's not all; There is ANOTHER new Table: Projects_MODE. It has 2 Columns: ProjectType and PrereqImprovement.
and with the latest Update Video they made it too obvious, with the Drinks, the Hat and just chilling through the Video, that the upcoming Mode has something to do with Amenities (Resources).
With all that in Mind, most likely we're going to get a Economic Mode with a Economic Victory. I think the New Industry/Corporation Feature will Focus on Improvements only (perhaps some Buildings/Governors/Policies will add some bonuses to them), that quite likely will be new ones. So we would have the ability to constract a Company or Corporation Improvement on a Resource (Bonus or Luxury) (outside and inside of a Player'sTerritory), and the first construction on a resource will grant a Greatwork based on that resource (later Improvements on that resource won't grant a GreatWork). But the Improvement/Resource GreatWorks can also be granted by Governors (without the need of having a Industry/Corporation Improvement - Maybe we will get a New Governor?!). IZ Buildings would then maybe get Improvement/Resource GreatWorkSlots to hold them. Having constructed a specific Industry/Corporation Improvement will grant an appropriate New Project. And from here on we can only speculate what they could trigger. Perhaps spreading the Industry/Corporation to other Civs?
Someone in this Forum (I don't remember his/her Name or the Thread's Name) had the same Idea/Concept of a Economic Mode as listed above. Chapeau ! Seems Firaxis got inspired by it - And I like it.
I honestly don't think that we will get a Currency System implimented with this Mode (unfortunately). It would be just too much things for a Mode (refering to the previous ones that didn't add many things to the Game - or even altering it). Except, if the Things mentioned above were for a Industrial/Production Victory Mode (that would be AWESOME!). This way we would still have hope for a Currency System in the Last NFP Pack (although, I hope it's gonna be a Ideology or Pandemics/Deseases Mode ).
So what are your Thoughts? what do you think the new Improvements of the possible Economic/Industrial Mode will be?
Other Tables I found:
- "GovernorPromotionConditions", makes a Governor hidden without prereq and/or be available till a specific Era.
- "Adjacent_AppealYieldChanges", seems to change The Yields of Districts and Buildings based on Tile Appeal.
- "Feature_UnitMovements", maybe lets a Unit to pass through a specific FeatureType (or not), and fortify there (or not).
In the latest NFP Mode, the Heroes Mode, they implimented some Hero Mode Tables into the Base Game (without having the Babylon Pack/Exp1 or 2). But another Table was added befor that: "Improvements_Mode". It has 3 Columns: ImprovementType, Industry and Corporation. These last 2 are boolean columns, so I suppose a ImprovementType can be either an Industry or a Corporation (or perhaps both). There are also 3 other tables that I found: The 1st one is "Greatworks_Mode". It has 2 Columns: GreatWorkType and RequiredGovernor. The 2nd one is "GreatWorks_ImprovementType" and has 3 Columns: GreatWorkType, ImprovementType and ResourceType. And the 3rd one is "Improvement_YieldsOutsideTerritories", and has only 1 column for the ImprovementType, very likely for generating Yields outside of one's Territory. But that's not all; There is ANOTHER new Table: Projects_MODE. It has 2 Columns: ProjectType and PrereqImprovement.
and with the latest Update Video they made it too obvious, with the Drinks, the Hat and just chilling through the Video, that the upcoming Mode has something to do with Amenities (Resources).
With all that in Mind, most likely we're going to get a Economic Mode with a Economic Victory. I think the New Industry/Corporation Feature will Focus on Improvements only (perhaps some Buildings/Governors/Policies will add some bonuses to them), that quite likely will be new ones. So we would have the ability to constract a Company or Corporation Improvement on a Resource (Bonus or Luxury) (outside and inside of a Player'sTerritory), and the first construction on a resource will grant a Greatwork based on that resource (later Improvements on that resource won't grant a GreatWork). But the Improvement/Resource GreatWorks can also be granted by Governors (without the need of having a Industry/Corporation Improvement - Maybe we will get a New Governor?!). IZ Buildings would then maybe get Improvement/Resource GreatWorkSlots to hold them. Having constructed a specific Industry/Corporation Improvement will grant an appropriate New Project. And from here on we can only speculate what they could trigger. Perhaps spreading the Industry/Corporation to other Civs?
Someone in this Forum (I don't remember his/her Name or the Thread's Name) had the same Idea/Concept of a Economic Mode as listed above. Chapeau ! Seems Firaxis got inspired by it - And I like it.
I honestly don't think that we will get a Currency System implimented with this Mode (unfortunately). It would be just too much things for a Mode (refering to the previous ones that didn't add many things to the Game - or even altering it). Except, if the Things mentioned above were for a Industrial/Production Victory Mode (that would be AWESOME!). This way we would still have hope for a Currency System in the Last NFP Pack (although, I hope it's gonna be a Ideology or Pandemics/Deseases Mode ).
So what are your Thoughts? what do you think the new Improvements of the possible Economic/Industrial Mode will be?
Other Tables I found:
- "GovernorPromotionConditions", makes a Governor hidden without prereq and/or be available till a specific Era.
- "Adjacent_AppealYieldChanges", seems to change The Yields of Districts and Buildings based on Tile Appeal.
- "Feature_UnitMovements", maybe lets a Unit to pass through a specific FeatureType (or not), and fortify there (or not).