NikG
SDK Lover
Read the bottom of this post, to get new updates about ideas, work etc.
Right now I am beginning to get a really good grasp on the SDK, at first it really looks messy, but now (after approx. 20 hours of work) the SDK dont seem that difficult.
And oh my . The SDK allows for massive changes, uooohhhh I like it.
My first intention is to change more or less the resource system, because it is very simplistic right now, mainly inspired by a thread name supply and demand, and also modelling the importance of oil in our modern societies.
For example, it is unrealistic that 1 luxury resource will make 10 population points equally happy as 1 population point.
And it is also unrealistic that 1 resource of oil give the ability to field an (theoretically) infinite army of panzers. If the Germans under the second world war didnt have the oil shortage it the late months of the war the war could have lasted longer. Etc.
Oil in our modern societies is so important that any else have ever been (of course there is exceptions, but without oil we dont have cars, could you imagine a car which run on coal?)
Anyway what do you all think?
I have a few question about the design (if anyone is interested):
The AI will be no problem to understand this, it just needs a bit refinement.
Come with more, I am really excited about the possibilities, because they are nearly infinite.
(Lastest) Update to clarify the ideas right now, I have:
An oil treasury like the gold treasury, we have right now.
The oil bonus resource, will give oil units and each turn , and it will be put into the oil treasury. For example if you have 3 oil wells which yield 100 oil/turn each, you get 300 oil units each turn.
Each unit have a oil capacity and an OilCostPerMovementPoint.
Each movement point costs OilCostPerMovementPoint which is deducted from its oil capacity.
Each turn every unit which needs oil will automatically get oil, which will be added to the oil capacity of the unit. Depending on various factors, such as the distance from the borders of the units owner, in enemy territory etc., the amount which will be added vary.
If a unit runs out of oil, because of the owner runs about of oil in the oil treasury or the unit get so deep into enemy territory that the amount it get is 0, the units will only be able to move 1 point at a time, and the units combat score is reduced to half.
Local pools is added. However there is no really such thing as supply lines (which everyone seems to be very intrested in), everything is handled behind the screens, but yes it adds a new thing to check, but not more than you check the hitpoints status of a unit. Like you don't attack with an unit with low hitpoints, unless it is really needed or very beneficial, you shouldn't move an unit to far away into enemy territory or whatever. It should not be something to consider when at peace or moving within own territory, unless you are stupid enough to loss your oil wells.
Right now I am beginning to get a really good grasp on the SDK, at first it really looks messy, but now (after approx. 20 hours of work) the SDK dont seem that difficult.
And oh my . The SDK allows for massive changes, uooohhhh I like it.
My first intention is to change more or less the resource system, because it is very simplistic right now, mainly inspired by a thread name supply and demand, and also modelling the importance of oil in our modern societies.
For example, it is unrealistic that 1 luxury resource will make 10 population points equally happy as 1 population point.
And it is also unrealistic that 1 resource of oil give the ability to field an (theoretically) infinite army of panzers. If the Germans under the second world war didnt have the oil shortage it the late months of the war the war could have lasted longer. Etc.
Oil in our modern societies is so important that any else have ever been (of course there is exceptions, but without oil we dont have cars, could you imagine a car which run on coal?)
Anyway what do you all think?
I have a few question about the design (if anyone is interested):
- Should units have a base oil cost which is deducted from the oil treasury each turn
- Should the oil only be deducted if the unit moves
- A combination
- Should units disband if there aint enough oil
- Should they just be unable to move etc.
The AI will be no problem to understand this, it just needs a bit refinement.
Come with more, I am really excited about the possibilities, because they are nearly infinite.
(Lastest) Update to clarify the ideas right now, I have:
An oil treasury like the gold treasury, we have right now.
The oil bonus resource, will give oil units and each turn , and it will be put into the oil treasury. For example if you have 3 oil wells which yield 100 oil/turn each, you get 300 oil units each turn.
Each unit have a oil capacity and an OilCostPerMovementPoint.
Each movement point costs OilCostPerMovementPoint which is deducted from its oil capacity.
Each turn every unit which needs oil will automatically get oil, which will be added to the oil capacity of the unit. Depending on various factors, such as the distance from the borders of the units owner, in enemy territory etc., the amount which will be added vary.
If a unit runs out of oil, because of the owner runs about of oil in the oil treasury or the unit get so deep into enemy territory that the amount it get is 0, the units will only be able to move 1 point at a time, and the units combat score is reduced to half.
Local pools is added. However there is no really such thing as supply lines (which everyone seems to be very intrested in), everything is handled behind the screens, but yes it adds a new thing to check, but not more than you check the hitpoints status of a unit. Like you don't attack with an unit with low hitpoints, unless it is really needed or very beneficial, you shouldn't move an unit to far away into enemy territory or whatever. It should not be something to consider when at peace or moving within own territory, unless you are stupid enough to loss your oil wells.