Kamilian
Deity
- Joined
- Oct 5, 2002
- Messages
- 3,473
Hey, people, listen up. I am thinking of making resources and luxuries trade-able and have them factor in what kind of units you're able to produce/recruit - like it is in Civ3.
As you can probably guess, if I do this, then a) the military stats will be changed and be much more specific, unit-wise, and b) the trades will also undergo some changes.
My personal issues and concerns with this are:
Thank you all for your patience with me. I know I'm not easy, since like every single turn brings a new change in the rules or a new addition, and this particular change would be very drastic and, as I have just outlined, would affect a lot of the aspects of the game.
If you are able to think of simple ways to do this, you can post in the thread I made requesting help for this, as I tommy_toon already has (thanks, tommy!).
Again, thanks for the patience, and I apologize for all the complications I've caused all of you.
As you can probably guess, if I do this, then a) the military stats will be changed and be much more specific, unit-wise, and b) the trades will also undergo some changes.
My personal issues and concerns with this are:
- Existing trades may not be viable once the resources/luxuries are implemented.
- Population numbers may cease to be relevant in military recruitment and production - it would now depend on what kind of resources you have and how much of these resources you have and/or import from others. That really sux because even though it required calculating, the population-proportion thing was as realistic as I could make it in game terms. I will try to work out this thing as I contemplate this change this week to the best of my ability.
- Introduction of luxuries (such as wine, silks, etc.) means that these luxuries, like the resources, will actually have to matter, or else it would just be extra words. This means, in turn, that the luxuries will affect happiness and stuff - in other words, Confidence. This means that I may add a "Happiness" and/or "Living Standards" stat, to reflect how the luxuries affect the moods of the people, though I'm afraid this might complicate the stats a bit...
- I would need to find a way to make sure that people with a specific resource for a specific unit type are not able to wantonly recruit recruit recruit the same unit without ever depleting their supply. This is the easiest issue to overcome, though, but just letting you know of the hardships I must face as a mod so that you are nice to me if or when these changes come into effect.

- What might get even more complicated is economy. No, I won't change the stat. However, I will have to come up with a way to ensure that over-exporting and over-using the items will have an effect on the economy.
Thank you all for your patience with me. I know I'm not easy, since like every single turn brings a new change in the rules or a new addition, and this particular change would be very drastic and, as I have just outlined, would affect a lot of the aspects of the game.
If you are able to think of simple ways to do this, you can post in the thread I made requesting help for this, as I tommy_toon already has (thanks, tommy!).
Again, thanks for the patience, and I apologize for all the complications I've caused all of you.