Reworking the Communism Civic

Spobe

Chieftain
Joined
Jan 16, 2010
Messages
56
Hello there, good people. I have an idea for reworking said civic option, though I'm not sure if it's entirely doable.

It starts off by doing away with default commerce and replacing it with hammers/production. Production will also take the place of gold in research, paying to upgrade units, hurrying production, and so on. I'm guessing that not all of this can be done via XML, so if anyone wants to help me brainstorm this, I'm all for it.
 
Hello there, good people. I have an idea for reworking said civic option, though I'm not sure if it's entirely doable.

It starts off by doing away with default commerce and replacing it with hammers/production. Production will also take the place of gold in research, paying to upgrade units, hurrying production, and so on. I'm guessing that not all of this can be done via XML, so if anyone wants to help me brainstorm this, I'm all for it.

Civics will be reworked, not just Communism, but for the moment they will stay as they are; we can't do everything at the same time. Feel free to brainstorm, but we'll have to do it again when the time comes (it will take some months, though).
 
45°38'N-13°47'E;12963923 said:
Civics will be reworked, not just Communism, but for the moment they will stay as they are; we can't do everything at the same time. Feel free to brainstorm, but we'll have to do it again when the time comes (it will take some months, though).

Of course. I think it'll be productive for people to get ideas flowing, naturally. I'm testing reworked Communist and Planned civics at the moment. I even made another civic for Power called Vanguard (based on Socialist vanguard parties).

I should have some results in the near future after further testing.
 
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