Mod idea - Buildingless Mod

Too bad this one doesn't seem to be going anywhere. It's a neat idea, IMO.
 
Abstracting things too much will get you a MOO3 effect for sure.
The argument that a lot of stuff would really not be command created is valid. Sim city models the role of government and private enterprise much better. You just have to take a step back and think of the civ ruler as truly representing "the people." When the king builds a temple that is really the people building a temple.

However, one idea somewhat related to this has always bothered me. One temple, max. One colloseum max. Etc...

Really if you had a temple2 that acted exactly as a second temple, that would allow a lot more customization. You could have a REAL religious town. (or a real industrial town with four factories or whatever) That's not Cathedral, which is a different cost per effect etc, but a second building EXACTLY like temple with exactly the same effect. And third and fourth, however many you think a player could concievably build. And all XML doable.

This is an opposite direction from no buildings.
 
Interesting idea, Tholish. Galactic Civilizations 2 has a duplicate-building system. Among all the things they got wrong, this offered a chance to make each city unique. Rather than building one of everything in all cities, some cities start to specialize and form a unique identity. That's important.

Still, that's the exact opposite of the proposed system here.
 
I think I've figured out a way to make both people happy, and since Mylon seems to have left this idea, I intend to follow it in his stead. I’ve been looking at his work, and I think I’ve got it pretty well figured out, and I’m going to try and complete it. Mylon, if you read this and want to give me what for because I stole your idea, feel free. To those wanting this or following the idea, I should probably have enough done to open a new thread in a couple of days and start getting testing on it working, but then again I have no idea how much work it might take.

I will reveal the full scope of my plan then. Until then, any ideas anyone has I would love to hear, so you can post them in this thread or PM me at will.

-Vishaing

P.S. For those who can’t wait, the system is rather complete in a basic form, I just need to balance it because right now the processes are far too powerful. I also need to work it into the city screen somehow because right now you can never tell what a city actually has unless you watch it between two turns and compare. Any ideas on how to do this are very welcom.
 
Too much abstraction and it turns into a spreadsheet game. The thing with the buildings is that they give very solid, visible player rewards. Abstract data offers very little in the realm of player rewards.
 
Don't worry, I promise there will still be buildings, their just going to be a little bit 'hidden.'

Also, for those downloading and testing Mylon's Proof of concept, I've decided to move away from that quite a bit. Mostly because modifying the interface has proven to be too complex for my meager skills, but also because the way I plan to do it will not only allow just as much custimization, but will also allow the infrastructure to appear on the world map like a building. Once I get the new version and thread up I promise you'll have something to look at.

And trust me, I played Superpower, and the thing that turned me off from that was that it was a 'spreadhseet' game if I ever saw one. I have no intention of going down the same route.
 
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