Keeping an Overview of open Concepts

raystuttgart

Civ4Col Modder
Joined
Jan 24, 2011
Messages
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Location
Stuttgart, Germany
Hi guys,

This has no impact on our current plans for next release. :)
This can be discussed in detail after "river_merge" was published.

I am just trying to keep an overview currently.
(Mostly serving as a "potential todo-list.)

I only put on the list what is accepted.
Anything that does not yet even have a real concept is thus also not on the list.

I tried to prioritze for myself mostly according to those:
(It is of course only subjective judgment.)


* Technical Risk and Effort
* Gameplay Benefits and Feature Dependencies
* Poll Results / Feeback from Team and Supporters

This has still to be discussed with the team.
Thus still very likely to be changed.

One of my goals is to actually finish some of the small stuff first on the list.
Thus we could also create a next release soon with low risk due to mostly fixes and small features.


Priority 1:
(Very good benefit / effort ratio)

Captured City Art

Priority 2:
(Good benefit / effort ratio)

Enhanced Goody Sytem: Respawning Goodies
Actual Triangle Trade (It is a great concept, but effort is massive)
Upkeep System (game design ready, technical concept almost done)

Priority 3:
(Mediocre benefit / effort ratio)

Pirate Nation and Pirate Raids
Nation Specific Unique Units and Buildings
Worker XP System (e.g. for Pioneers, Fishing Boats, ...) -- technical concept quite advanced already
Enhanced Achievement System / Golden Years

Unlikely to ever come:
(Really bad benefit / effort ratio.)

Religions of the New World
More Trade and Diplomacy between Colonial Players

These things I have completely not on the list, because no proper concept yet:

Once we have a proper and approved concept for those, that may change.
But currently there are only 1000 different personal tastes and no agreement.
  • Techs
  • Civics
  • Military Overhaul
  • Promotion System Overhaul
  • Europe Unit Buy Price Rebalancing
  • ...
 
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If so, can I request this issue is elevated ...

Until there is an approved concept there is simply nothing to put on the list. :dunno:
After that has happened we can talk again about putting it on the list.

See here:
I only put on the list what is accepted.
Anything that does not yet even have a real concept is thus also not on the list.

And see here:
Once we have a proper and approved concept for those, that may change.
But currently there are only 1000 different personal tastes and no agreement.

-----

... since the concept already exists to balance the cost with raw materials.
I have never seen anything that is even close to real concept that has been agreed / approved by community and team ?
Until now I have seen nothing more than ideas and different personal tastes being discussed.:dunno:

10 people including myself have suggested something but nothing yet found any consense ...
Until that changes, there really is nothing to work with.
 
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Until there is an approved concept there is simply nothing to put on the list. :dunno:
After that has happened we can talk again about putting it on the list.

See here:


And see here:


-----


I have never seen anything that is even close to real concept that has been agreed / approved by community and team ?
Until now I have seen nothing more than ideas and different personal tastes being discussed.:dunno:

10 people including myself have suggested something but nothing yet found any consense ...
Until that changes, there really is nothing to work with.

Do you agree with the general principle of balancing ship costs with raw materials? If not, is there a reason why you are against this?

Perhaps we could post the pros and cons and have a poll.

My suggestions for pros start with: Encourages ship building.
 
Do you agree with the general principle of balancing ship costs with raw materials?
In general: Yes and No.

Spoiler :

Yes:
I wanted to increase the prices of the Ships all along.
So increasing for me is fine. Considering "materials" is logical as well.

No:
The raw materials themselves should first be adjusted to the actual values of the Ships (and historic data).
So raw materials / construction time and prices should orient themselves on "value of the Ship" (and historic data).

But the point is that "value of the Ships" is personal taste.

----

But even if this is clarified you still think too simple.
  • What about AI?
  • What about price increases?
  • What about balancing prices in Events accordingly?
  • What about ...
----

Even if I personally agree, what is about the rest of the community and team?

So all this discussion in be the end will is endless personal taste discussion about simple numbers in XML. :undecide:
(Because that is why all previous concepts so far have also failed.)


---------

Summay:

Only real (fully fleshed) concepts that have been agreed, are really worth to be considered for planning.
  • This is not yet a full fleshed concepted
  • This has not yet been fully discussed and agreed
Once this changes, we can talk about actually planning that feature ...
I already told you that, so which other answer do you expect. :dunno:

---------
My suggestions for pros start with: ...

Please, I do not want to discuss details of feature concepts in this thread. :nono:
That is why we have the appropriate feature threads. :)

In this thread I simply want to collect concepts and keep an overview
And that topic has already been collected from the start:
These things I have completely not on the list, because no proper concept yet:

Once we have a proper and approved concept for those, that may change.
But currently there are only 1000 different personal tastes and no agreement.
  • ...
  • Europe Unit Buy Price Rebalancing
  • ...

----------

Guys, this is nothing more than the current status of the concepts. :)
So there is no reason to panic, since this may have changed in 1 month again ...
 
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Ok, I could updated the starting post again.

Those 2 are done now:

  • Fishing Nets / Worker Boats
  • Bringing back Plains / Wetlands
Of course I have also finished other stuff and implemented stuff I had not even really planned ...
So much more was finished than those 2 bullet points.

The "Todo-List" is still long though. :dunno:
 
I'm sad the religion mechanic is unlikely though I completely understand, its a huge effort for minimal impact beyond flavor.

Question about the ship cost/materials... is the topic supplementing materials to offset price? Or adding materials you have to provide in addition to gold? Or basing the price on the cost of all needed materials to build the ship, maybe plus percentage for labor?

Actually gave me an idea ill start a new thread for
 
I'm sad the religion mechanic is unlikely ...
Just speaking for myself:
(I have no idea what the others are planinng.)

"Likely and unlikely" - for the things I want to do myself - currently mostly depend on my mood and motivation. :dunno:
I am a very spontaneous and chaotic modder. I may simply start something today because I feel like it. (And ignore all reasons not to do it.)

The "Terrain Overhaul" (except maybe Terrain Plains) was probably the most unlikely on the list but I started it anyways and will finish it.
(Huge effort and for balancing, huge potential for personal taste discussions and disagreements)

There is simply no plan anymore for the things that may be created.
I start what I want to start and finish it when I want to finish it.

There is no way to say it is "likely or unlikely" anymore.
Which is actually pretty fun. :)

----

Once all that stuff is done, mabe it will also be integrated in a common core mod one day.
Then the "annoying discussions" may start again to agree and find a consense.

But at the moment the focus is simply to create stuff.
Simply to have fun modding creatively.

----

Summary:

Do not ask for plans anymore.
They simply do not exist. :dunno:

Otherwise I am simply trying to still keep an overview.
I am German and like having "todo lists". :)
 
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