Wodan said:Basic fact of agriculture vs pasture. Cattle (etc) require less labor but more acreage to support. On a cost/economic comparison, they are viable on Earth. On a new planet, they would simply be unfeasible. Especially one with things like mindworms. Beef etc would almost certainly be a luxury good. The poor cows would live their lives in pens inside the habitat city, and only a small amount of beef would result.
Right. So, are the Dunes a terrain, or a "resource" that occurs on arid terrain? Could go either way.I think the general concensus was that landmarks were too interesting to leave out, or that at least a reasonable effort would go towards getting something along those lines in. And, on deserts, there are the Dunes, a landmark desert from SMAC.
Agreed... I read all those discussions.As for Minerals/Nutrients/Energy bonus resources, I think it better to be more specific with the former and latter, and too easy to include the middle. Minerals will be represented with slightly (or a lot) more specific Strategic Resources, Energy will be abundant both from Base Facilities and Improvements, and Nutrients should be tough to come by early on.
Two comments:Perhaps later advances allow Nutrients to be harvested from native flora and fauna resources, I don't know; but as you can see in the quote from SMAC, alien life isn't believably something you can pick up and eat.
Yeah, yesterday I read all that again.Other quotes from SMAC indicate that the soil is perfect for earth plants, its just a matter of engineering them to the point where they can tolerate the alien atmosphere and environment.
I saw the note where someone suggested we begin with pregenerated maps. That seems totally fine. But, regardless, I could take on mapscripting if everyone thinks that's a good task for me to take on. I've installed all the relevant stuff. Had an error and I think that was my trouble yesterday, so I need to resolve that. But, I've looked at the code and "get it" so I think my learning curve is going to be pretty flat. But, anyway, it might be more important for me to chip in with the other features than map scripting.I imagine a good mapscript would put just one of every landmark on the map. I'm slowly learning python, but mapscripting may be a long way off.
I saw the note where someone suggested we begin with pregenerated maps. That seems totally fine. But, regardless, I could take on mapscripting if everyone thinks that's a good task for me to take on. I've installed all the relevant stuff. Had an error and I think that was my trouble yesterday, so I need to resolve that. But, I've looked at the code and "get it" so I think my learning curve is going to be pretty flat. But, anyway, it might be more important for me to chip in with the other features than map scripting.
Wodan
I saw the note where someone suggested we begin with pregenerated maps. That seems totally fine. But, regardless, I could take on mapscripting if everyone thinks that's a good task for me to take on. I've installed all the relevant stuff. Had an error and I think that was my trouble yesterday, so I need to resolve that. But, I've looked at the code and "get it" so I think my learning curve is going to be pretty flat. But, anyway, it might be more important for me to chip in with the other features than map scripting.
Wodan
Finally, strategic resources should be created. Basically, we can create as many as we want, so add them in as you please, as long as they fall into one of these groups, which are represented by the Bonus' BonusClass:
Light Metals
Heavy Metals
Radioactives
(Note: I think we should start with three separate groups for now and if we want to change or add to them.)
Then, these following buildings will be created:
Assembly Plant (Theme: Heavy Metals) (+10% bonus to all unit production)
Reactor Plant (Theme: Radioactives) (+10% bonus to all unit production)
Electronics Plant (Theme: Light Metals) (+10% bonus to all unit production)
Armory (Theme: Light Metals) (+20% bonus to all land humanoid unit production)
Vehicle Plant (Theme: Light/Heavy Metals) (+20% bonus to all land vehicle units.
Hangar (Theme: Light Metals) (+20% bonus to all air units)
Shipyard (Theme: Heavy Metals) (+20% bonus to all naval units)
Launch Facility (Theme: Light Metals/Radioactives) (+20% bonus to all interstellar units [just trust me on this one])
The different unit types will be determined by unit combat types. There are some tags I will need to create, but do as much as you can and tell me any tags that will be needed to finish.
Gerikes said:Having a 10% production increase means only getting 10% PER TURN. This will round off. Thus, if you have a 10% increase, you'll only get +1 production if you have at least 10 hammers already. You won't get a 20% increase unless you aready have 5 hammers. You won't get a 5% increase unless you already have 20 hammers, etc.
Is this ok? I don't see a way to make this a quick fix, but if it's not going to work then we might want to rethink making these production bonuses, or at least realize that it might take a ton of time to fix![]()
I was aware of this, but if it's a problem for others, the percentages could be increased or a new xml tag that added a set number of minerals only when producing a certain unit class (is that possible?) could be added.
Well, it wouldn't be a stretch to increase it for the buildings which are specific to combat type; drydocks in civ 4 boost naval production by 50%, after all, and I think there should be a seperate building(s) for XP, so those combat-type specific production buildings won't be doing anything else but boost unit production in that case...it should be made worth the investment, for the player.