So "human resources" (literally here) instead of paper-related resources for local technology discovery ?
And paper-related resources for diffusion/conservation ?
Maybe we can have both for discovery, with books taking over "oral tradition" for preparatory works on a new technology as eras advance ?
Now, how do we handle those human resources precisely ?
We'd have types (Metalworkers, Shipbuilders, ...) and linked Technologies/Applications that we'd need to define first before coding the events that generate those specialists and the effect of their "usage".
With paper-related resources for techs, most of the code and table generation/linking can be automatically generated from the technology table and I just need to code the events generating the resource as effects can also be applied automatically in that case.
In both cases functions already exist to create,transfer/stock/capture "resources", so they are still relatively easy to add to the mod.
But if we want those specialist to be linked to population and migration, they are not "resources" anymore and a lot of new functions must be created. I'm already pondering to drop the simple 4-5 classes (personnel, upper, lower, middle, slave) into a lot more groups (farmers, miners, fishers, ...) linked to the 3 upper-middle-lower classes depending on policies/eras.
The Metalworkers, Shipbuilders and other specialists could then be integrated into those population groups, but this would requires a lot of heavy changes in the core code. I think it would be preferable to to everything from scratch than trying to create an hybrid system that would be hardcoded. Maybe I should convert the core code to convert population types into a new type of "resources" to share existing functions and tables before adding new population types.
Of course events and effects related to research could be completly separated from resources and population BTW, but that would still require new functions to handle filling buckets and diffusion/capture of specific technologies.
Maybe I should not have brought the subject of research there, as we've not really designed the bases yet and those could still be discussed later in the development process, but the paper resource usage would be much cheaper in development time, and I'd like to play this before Civ7 is out. On the other hand I really don't want to add something irrealistic in the mod.
Now converting paper into yields (culture/science) depending on building seems relatively easy to code and balance so that's a possibility, same for technology diffusion/capture I suppose.
Other proposed usages seems more complex to implement, but the two above are IMO already enough to justify the implementation of a "writing Industry", so let's start by this one in this thread.
From your previous message, we need 3 new base resources:
- "Parchment" : produced from "Hides", a new resource created from animals and also allowing production of "Leather" (for armors and, when added, clothing)
- "Papyrus" : directly collected on flood plains
- "Paper" : from 2 new resources unlocked by technology (which ones ?), "Pulped Rags" (from "Plants") and later "Wood Pulp" (from "Wood")
Which buildings to produce Parchment and Paper ?
Parchment could be build directly in the base building of any city (ie the "Central Square" representing small artisan and shops) that already produce/convert some basic resources for the early game, what about Paper ?
And paper-related resources for diffusion/conservation ?
Maybe we can have both for discovery, with books taking over "oral tradition" for preparatory works on a new technology as eras advance ?
Now, how do we handle those human resources precisely ?
We'd have types (Metalworkers, Shipbuilders, ...) and linked Technologies/Applications that we'd need to define first before coding the events that generate those specialists and the effect of their "usage".
With paper-related resources for techs, most of the code and table generation/linking can be automatically generated from the technology table and I just need to code the events generating the resource as effects can also be applied automatically in that case.
In both cases functions already exist to create,transfer/stock/capture "resources", so they are still relatively easy to add to the mod.
But if we want those specialist to be linked to population and migration, they are not "resources" anymore and a lot of new functions must be created. I'm already pondering to drop the simple 4-5 classes (personnel, upper, lower, middle, slave) into a lot more groups (farmers, miners, fishers, ...) linked to the 3 upper-middle-lower classes depending on policies/eras.
The Metalworkers, Shipbuilders and other specialists could then be integrated into those population groups, but this would requires a lot of heavy changes in the core code. I think it would be preferable to to everything from scratch than trying to create an hybrid system that would be hardcoded. Maybe I should convert the core code to convert population types into a new type of "resources" to share existing functions and tables before adding new population types.
Of course events and effects related to research could be completly separated from resources and population BTW, but that would still require new functions to handle filling buckets and diffusion/capture of specific technologies.
Maybe I should not have brought the subject of research there, as we've not really designed the bases yet and those could still be discussed later in the development process, but the paper resource usage would be much cheaper in development time, and I'd like to play this before Civ7 is out. On the other hand I really don't want to add something irrealistic in the mod.
Now converting paper into yields (culture/science) depending on building seems relatively easy to code and balance so that's a possibility, same for technology diffusion/capture I suppose.
Other proposed usages seems more complex to implement, but the two above are IMO already enough to justify the implementation of a "writing Industry", so let's start by this one in this thread.
From your previous message, we need 3 new base resources:
- "Parchment" : produced from "Hides", a new resource created from animals and also allowing production of "Leather" (for armors and, when added, clothing)
- "Papyrus" : directly collected on flood plains
- "Paper" : from 2 new resources unlocked by technology (which ones ?), "Pulped Rags" (from "Plants") and later "Wood Pulp" (from "Wood")
Which buildings to produce Parchment and Paper ?
Parchment could be build directly in the base building of any city (ie the "Central Square" representing small artisan and shops) that already produce/convert some basic resources for the early game, what about Paper ?