plasmacannon
Emperor
Since it seems unrealistic to build just units all game long, I was wondering if you considered adding another mechanic for Civilizations to construct a few buildings throughout their existence as well as limiting SoDs, such as:
Everyone can have 5 units, plus x number of units per city, plus an additional unit per average number of buildings, plus 25% more for Militaristic Leaders.
So in this example of a Civilization of 10 cities and where you set x=3, and an average of 1 buildings per city, we would have a maximum of:
5+(3*10)+10= 40 maximum number of units.
Enough for 1 defender and 30 more to attack, scout or fogbust with.
In another example of a Civilization of 10 cities and where you set x=3, and an average of 2 buildings per city, we would have a maximum of:
5+(3*10)+20= 50 maximum number of units.
Enough for 1 defender and 40 more to attack, scout or fogbust with.
In this final example of a Militaristic Civilization of 10 cities and where you set x=3, and an average of 1 buildings per city, we would have a maximum of:
I used x equaling 3, but it could be set to any number you felt would be appropriate.
The same goes for the Average number of buildings or per two buildings for example.
The point there would be to promote constructing buildings in our cities, not just units.
Even certain buildings could have bonuses, if they seemed relevant (barracks, stables, shipyard) and/or for buildings that most civilizations actually built in real life, such as a granary. You could even add a bonus to encourage the construction of buildings that you feel are not getting constructed enough such as airports.
You could reduce the build cost of units, since we would hit a max eventually regardless of buildtime.
Everyone can have 5 units, plus x number of units per city, plus an additional unit per average number of buildings, plus 25% more for Militaristic Leaders.
So in this example of a Civilization of 10 cities and where you set x=3, and an average of 1 buildings per city, we would have a maximum of:
5+(3*10)+10= 40 maximum number of units.
Enough for 1 defender and 30 more to attack, scout or fogbust with.
In another example of a Civilization of 10 cities and where you set x=3, and an average of 2 buildings per city, we would have a maximum of:
5+(3*10)+20= 50 maximum number of units.
Enough for 1 defender and 40 more to attack, scout or fogbust with.
In this final example of a Militaristic Civilization of 10 cities and where you set x=3, and an average of 1 buildings per city, we would have a maximum of:
1.25*[5+(3*10)+10]= 56 maximum number of units.
Enough for 1 defender and 46 more to attack, scout or fogbust with.
Enough for 1 defender and 46 more to attack, scout or fogbust with.
I used x equaling 3, but it could be set to any number you felt would be appropriate.
The same goes for the Average number of buildings or per two buildings for example.
The point there would be to promote constructing buildings in our cities, not just units.
Even certain buildings could have bonuses, if they seemed relevant (barracks, stables, shipyard) and/or for buildings that most civilizations actually built in real life, such as a granary. You could even add a bonus to encourage the construction of buildings that you feel are not getting constructed enough such as airports.
You could reduce the build cost of units, since we would hit a max eventually regardless of buildtime.
