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Pioneer: XP from Building Improvements + Promotions [ACCEPTED]

Discussion in 'Civ4Col - We The People' started by raystuttgart, Nov 14, 2020.

  1. nci

    nci Warlord

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    I believe building improvements should take a lot of time and effort unless many Pioneers are used. Giving Pioneers free XP just for doing their job, and promotions making their job faster, will greatly diminish the need for them, consequently lowering the need for tools and making the game much easier. Thus, I believe Pioneers should not have any special promotions, and should not gain XP from building improvements, or other sources besides combat.
     
  2. raystuttgart

    raystuttgart Civ4Col Modder Supporter

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    What you are talking about is basically just a matter of balancing. :dunno:

    I have no intention to speed up the game in general (especially not early game) or make it generally easier.
    If you saw all my other implementations then you should know that is not the way I implement new content.

    Usually all my concepts have 2 goals:
    1. Make the game more challenging
    2. Add more strategic choices

    We could do something like this e.g:

    1. Time to build an Improvement (new) base value: 125% of current value
    2. Time to build an Improvement with "appropriate level 1 promotion": 100% of current value
    3. Time to build an Improvement with "appropriate level 2 promotion": 75% of current value

    ----

    1. It would allow strategic choices for specialized Pioneers. (Strategic choices are fun.)
    2. Early game would be slowed down a bit. (More challenging and fun)
    3. Late game would be sped up a bit. (Less tedious and fun.)

    ----

    Guys, do not worry about balancing.
    Balancing will always be adjusted when new game mechanics are implemented.

    Focus on the game memachnic itself if they sound fun or not.
    In this case I really think it might add some fun and challenge.

    ----

    It may not be the most impressive concept we ever created, but it should add a little fun.
    I also see no way that it could in any way damage game play if we just balance right.
     
  3. devolution

    devolution Prince

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    Just chiming in here, but I'd like to voice my opinion that building improvements should cost tools (just like the original colonization) and perhaps also timber. I know this is a dissenting view though :p
     
    HobyMorgan and nci like this.
  4. raystuttgart

    raystuttgart Civ4Col Modder Supporter

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    Generally it is not dissenting for me. It might add challenge and fun.
    I just do not know how to implement it without ruining AI ... :dunno:

    But if you are interested to implement it, I do not mind that idea.
    We could simply give it a try and see how it works in our internal testing.

    ---

    If you want to, let us discuss it. :thumbsup:
    Maybe you could start a new thread for it.
     
    Last edited: Jan 15, 2022
    nci and devolution like this.
  5. nci

    nci Warlord

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    Indeed. I'd definitely tone down the impact improvements make, but I am a Marathon player, and lack perspective on how the game plays at other speed settings. For Marathon, even 10% per skill level improvement is impactful enough.
     
    raystuttgart likes this.

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