Request: rate caps, new rate sliders

rupertslander

Chieftain
Joined
Oct 14, 2004
Messages
42
Location
Canada
I would like to know if it is feasible to implement rate caps in Civ 4: Warlords, similar to what Civ 2 and the Rise and Rule Mod for Civ 3 had.

- These rate caps might start at say 30, and would go up from there depending on civics, and also perhaps by virute of the leader's traits and wonders. For example, a Scientific leader might get to set the Science slider over the nominal cap by ten points, posessing The Great Library might also allow a civ to spend 10% over limit on Science. Of course assuming you start the game with just the Science slider as is the default, then the "Tax" rate would need to remain "capped" at 100%.

- Spending more than 100% aggregate should be allowed if you have enough sliders, cap space, treasury and/or non-commerce derived revenue to do it.

- There should be two additional sliders - Military (prereq of Nationalism or Military Tradition, adds XPs to new and existing units) and Health (prereq of Medicine, adds Health in cities with a Hospital).

I realize that the Military and Health sliders would require re-coding - can any of the rest of these suggestions be implemented in the XML?

Cheers,
Rupert
 
All would require work in the SDK, I've done Health and Happyness as new Commerces and these can be given a slider once you discover a tech which "opens" the slider (like Drama for Culture slider), unfortunatly without a modified UI they spill over into the trade windo (that shouldn't be too hard to fix).

Experience I also have in but not active due to it being rediculusly unbalanced to add that much exp (note that I dont have any caps so you can imediatly use 100% of any slider once discovered) to new or existing units. Some kind of ratio that could convert it into a more reasonable exp value is needed.

The capping idea is interesting, but I think I like the SMAC idea of in-efficiency above a certain level, it makes for a more interesting balance.
 
[QUOTE='Impaler[WrG]The capping idea is interesting, but I think I like the SMAC idea of in-efficiency above a certain level, it makes for a more interesting balance.[/QUOTE]

But it also requires more micromanagement and number crunching. Simple Civ2 like caps would achieve the same effect without all the hassle of having to do some calculations.

I'd like to have Civ2- or if SMAC-like spending caps, changeable by civics. :) It would immediately solve the problem of spending all your commerce on science.
 
Yes an equivilent of the SMAC "Efficency" rating would be great, with high efficiency you aproatch the current paradigm of moving the slider any old place you want on a whim, but you would have to EARN it.
 
Back
Top Bottom