SDK Component Requests:

Some method of dealing with vassals - either releasing or absorbing them - would be a good feature to have.
 
Okay, with the 1.6 beta3 of AND I tested the iSpread... nothing moved, something's not quite right with it. I tested 20, 50, 100, 500, 1000, 5000 and 10000, none of my features with it moved for 20+ tested turns, and if I recall correctly the threshold number I set was either 100 or 1000. So something's not quite right. If you want I can upload ANM 2.2 with the schema and everything so you can test and debug it since I can't quite get it working I'm guessing something's in the SDK that isn't right.
 
Okay, with the 1.6 beta3 of AND I tested the iSpread... nothing moved, something's not quite right with it. I tested 20, 50, 100, 500, 1000, 5000 and 10000, none of my features with it moved for 20+ tested turns, and if I recall correctly the threshold number I set was either 100 or 1000. So something's not quite right. If you want I can upload ANM 2.2 with the schema and everything so you can test and debug it since I can't quite get it working I'm guessing something's in the SDK that isn't right.

I never actually tested it, but I will tomorrow. I'll see if it ever works, and try to debug it. Thanks for the heads up it wasn't working properly. I often don't have time to test all the new tags thoroughly. :sad:
 
Had an interesting thought the other day.. I was taking a break from RoM (believe it or not) and played through a game of the new Colonization. For those of you unfamiliar with the new incarnation, generally the point of the game is to revolt from your mother country and form your own nation (provided you survive the obvious attempt to crush your infant nation by said mother country). Upon the time of declaring your independence you're presented with several several questions of two choices of government ideals choose from (basically civics) to form the core of your Constitution and the basis of your new government.

Now that we're all on the same page my question is, would it be possible to code it so as to enable a player to choose more than one civic from a civic category?

I envisioned a category (call it "Constitution" or "Bill of Rights") wherein the player is provided 10-12 selections to form the basis/authority/premise of ones government. Some of which available from game start, others having to be appropriately researched. Some selections being the opposite of one another, some standing by themselves.
Spoiler :
Just drawing off the top of my head, things like: Right to Bear Arms (to provide a strength bonus to troops or increased military production or more xp for units)vs Controlled Firearms Ownership (increase in culture or GP rate or reduction in city maintenance). Various depictions of suffrage (land owners, only males, all people, etc). Right to Free Speech vs Censorship (culture and happiness bonus vs productivity?). Protection from excessive bail/cruel & unusual punishment vs Martial law (culture or happiness vs maintenance). Maybe we could even consider adding some recent hot button issues, abortion or gay marriage, et al.

The player is then given the option of choosing 4-5 of these selections (obviously not ones that contradict one another) to form the basis for their Constitution.

Plausibility?

Interest?
 
Prehaps seperate attack and defence could be added.

Expand please. Elaborate please. Be more specific, please. :)

Clarification is the key for forum's enjoyment. Learn it, live it, and love it :D.
 
Expand please. Elaborate please. Be more specific, please. :)

Clarification is the key for forum's enjoyment. Learn it, live it, and love it :D.

He means like civ 3 where a hopalite had like 2 attack and 6 defense strength
 
Exacally. :)

It's not really a big deal if it is not done though. I probably would not be releasing anything for a long long time...
 
Had an interesting thought the other day.. I was taking a break from RoM (believe it or not) and played through a game of the new Colonization. For those of you unfamiliar with the new incarnation, generally the point of the game is to revolt from your mother country and form your own nation (provided you survive the obvious attempt to crush your infant nation by said mother country). Upon the time of declaring your independence you're presented with several several questions of two choices of government ideals choose from (basically civics) to form the core of your Constitution and the basis of your new government.

Now that we're all on the same page my question is, would it be possible to code it so as to enable a player to choose more than one civic from a civic category?

I envisioned a category (call it "Constitution" or "Bill of Rights") wherein the player is provided 10-12 selections to form the basis/authority/premise of ones government. Some of which available from game start, others having to be appropriately researched. Some selections being the opposite of one another, some standing by themselves.
Spoiler :
Just drawing off the top of my head, things like: Right to Bear Arms (to provide a strength bonus to troops or increased military production or more xp for units)vs Controlled Firearms Ownership (increase in culture or GP rate or reduction in city maintenance). Various depictions of suffrage (land owners, only males, all people, etc). Right to Free Speech vs Censorship (culture and happiness bonus vs productivity?). Protection from excessive bail/cruel & unusual punishment vs Martial law (culture or happiness vs maintenance). Maybe we could even consider adding some recent hot button issues, abortion or gay marriage, et al.

The player is then given the option of choosing 4-5 of these selections (obviously not ones that contradict one another) to form the basis for their Constitution.

Plausibility?

Interest?

I like it if there is a benefit, such as restricting yourself to a two civics per category allows you to not be affected by UN mandated civics changes (or have the UN be able to mandate totalitarian civics). Also, forming a new Constitution will result in Anarchy and Revolution penalties, but will allow different choices.
 
okay, I'nm not sure if you will understand this, but

those buildings like butchery that give % bonuses but now use static, how about it gives static but if you have the resource in your BFC it will give % too
 
okay, I'nm not sure if you will understand this, but

those buildings like butchery that give % bonuses but now use static, how about it gives static but if you have the resource in your BFC it will give % too

So you mean +1 food with Cow, + 10% food if Cow is in City Vicinity?

Yes... I can add that, but why?
 
a much smaller % like 2-3% and more realism

the problem is that this bonus woun't help you anything in small cities. but if you grow and can work all tiles then the bonus becomes very large!

if you imagine that it would be possible to gain an overall +10% bonus form all possible resources and buildings. then a city with 100 :food: income would additionally get +10 :food: which is a hefty amount. considering the 3 tiles city radius for very advanced cities you could even get much more! problem is just this: the bonus applies to the overall food - it does not consider how much food is consumed! because of this large cities can never stop growing in earlier version.

i thought about adding a single +5% bonus from some industrial age building for myself to simulate the population explosion in that age. but because of the many static boni for food this 5% might even get out of control (because the % modifier is applied to the sum of worked tiles and boni form buildings). but sure, it won't suffice to grow a city into a negative population (integer overflow).

but we could argue about a city growth bonus like 'city requires 5% less food for growth (if resource is in vicinity)'. it would serve small towns as well as large but not cause any exponential growth but instead a linear boost. how about that?
 
Well you are taking into account a city that has all of the bonuses to get 10%, that may happen but it should be fairly rare, especially with all of the bonuses in ROM.

it happens every time for me - never for the AI. that's how world conquest works: to make things easier you of course attack cities with access to resources you don't posses first resulting in having most resources available around the renaissance.

a question: why would you prefere the +2% food over the +5% faster growth?

i mean honestly the +x% food effectively result in this: the bigger the city the faster it can double it's population... and small & medium towns don't get a bonus at all.
 
Firstly, it can't happen to you yet at all. We are talking about bonuses that are in the city radius giving you you the percentage boost and access to the bonus giving you the static boost. I don't see that as overpowered unless you load up your map with tons of resources.

Secondly, I didn't say I prefer either way. I just didn't acknowledge the 5% better growth rate.
 
unless you are playing on a pumped up Full of Resources map you shouldn't be able to ekk more than an aggregated 10%:food: from ALL buildings
 
Firstly, it can't happen to you yet at all. We are talking about bonuses that are in the city radius giving you you the percentage boost and access to the bonus giving you the static boost. I don't see that as overpowered unless you load up your map with tons of resources.

Secondly, I didn't say I prefer either way. I just didn't acknowledge the 5% better growth rate.

oups, i've somewhat mixed up that it's not enough a resource is in the right list in city screen, my bad. so indeed it won't be that problematic since it'll be impossible to get a high modifier.

however my other concern still holds: you'll need at least 50 food income in a city (a city size of 15 requires at least 45 food income) for a 2% bonus to take effect granting one additional food. for 3% we need 34 food income - so cities of size 10 or above could only benefit from the bonus. at the other hand a higher bonus that will allow size 5 cities to profit form this (15+ food) you already require a solid 7% so a large cities population with two resources would explode in later ages.
 
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