historix69
Emperor
- Joined
- Sep 30, 2008
- Messages
- 1,412
Example 1 :
Food is used to feed population and is used for population growth.
Can you mod the game in a way that a population with enough food generates a new kind of "population growth points" which are used to trigger population growth or allows the player to buy population?
(This would be a precondition to allow real transportation of food in the game and would avoid the situation where a city trades away all its food for an increase in population.)
Example 2 :
Technological advance is based on science points generated by cities. A civ with 100 cities will advance around 10-100 times faster than a civ with only one city. By applying a logarithm to science points before calculating research, the snowball effect of wide empires on science progress could be softened.
e.g. : Research points per Turn = log (Science points per Turn)
This would require to change Tech Costs from science points to the new research points. How do you do this? Where are Tech Costs linked to Science so that one can change this?
Can you let players buy Tech for Gold?
Example 3 :
Gold is accumulated globally while other yields like food or production are treated locally (per city). Where can I mod that production or food are collected globally like Gold?
Example 4 :
Amenities ... can you mod the game to get amenities from working a tile (e.g. improved luxury) or working a building?
Food is used to feed population and is used for population growth.
Can you mod the game in a way that a population with enough food generates a new kind of "population growth points" which are used to trigger population growth or allows the player to buy population?
(This would be a precondition to allow real transportation of food in the game and would avoid the situation where a city trades away all its food for an increase in population.)
Example 2 :
Technological advance is based on science points generated by cities. A civ with 100 cities will advance around 10-100 times faster than a civ with only one city. By applying a logarithm to science points before calculating research, the snowball effect of wide empires on science progress could be softened.
e.g. : Research points per Turn = log (Science points per Turn)
This would require to change Tech Costs from science points to the new research points. How do you do this? Where are Tech Costs linked to Science so that one can change this?
Can you let players buy Tech for Gold?
Example 3 :
Gold is accumulated globally while other yields like food or production are treated locally (per city). Where can I mod that production or food are collected globally like Gold?
Example 4 :
Amenities ... can you mod the game to get amenities from working a tile (e.g. improved luxury) or working a building?