Thunderbrd
C2C War Dog
hmm... that's what I thought we were discussing. What's the point of integrity tracking if it's not going to be tracked on each given building in a city?
What is the point of tracking it on each of the many buildings separately?hmm... that's what I thought we were discussing. What's the point of integrity tracking if it's not going to be tracked on each given building in a city?
hmm... that's what I thought we were discussing. What's the point of integrity tracking if it's not going to be tracked on each given building in a city?
Dealing with single buildings there adds an UI nightmare without adding meaningful gameplay.I think each building in each city should have an integrity(damage resistance) and 100 HP (%). Then bombard attacks, fire events, earthquakes, etc... deal damage to the buildings themselves. The materials and tech used at the time the building is constructed along with the nature of the building itself defines the integrity of the building (obviously walls and castles would have some pretty serious integrity!)
The city can be set to rebuild its buildings, reinforce its buildings etc...
If we track it as a property on the city then we're talking about a total average of all integrities and that just doesn't seem right to have such a property determine much of anything meaningful.
Dealing with single buildings there adds an UI nightmare without adding meaningful gameplay.
Dealing with single buildings there adds an UI nightmare without adding meaningful gameplay.
Not really. We only need two added numeric fields on building displays in the city. It could be as simple as [symbolforintegrity]:Integrity(HP)It also adds a micromanagement nightmare. And still adds no real fun or good gameplay.
I would see a fire or earthquake as targeting a random number of buildings to be damaged to a certain degree. Lets say a weak Earthquake deals 100 dmg(even this would probably be randomized during such events) to 1-10 buildings. If any of those 1-10 buildings has no or negative integrity (which is really just an inverse damage % modifier) then they're going to be destroyed. But if it targets a castle with (just tossing a number out here - might take some more consideration to establish actual integrities) a 200 integrity, the castle would only have taken 25 (or 1/4 of its maximum) damage.1. The only time the structural integrity of the building will be different from the default for the currently available materials and current tech, is if the fire/earthquake event coincides with a siege. Surely not worth the effort.
2. I will not be pleased with my catapult division if they only manage to knock down a shoddily-built fishmonger and brothel! I told them to aim at the walls!![]()
For those who appreciate being able to select all bombard units and hit a single button and that's it, then sure... agreed. I really liked how CivIII enabled bombard and bomb attacks on specified buildings, however. Thus, if you wanted to, you could go in and just ruin a city with bombards and bombs (much like what we did to Baghdad in the Gulf War), taking out strategic targets long before the troops were even in position to march in. Your suggested method could allow this still but it would be back to what I didn't like about that mechanic, which was that it was like CivIV's air raids on tile improvements - completely a pass/fail mechanic.TB, the important thing is that people do NOT have to care for the integrity number on hundreds of buildings. For most of those it is meaningless (what do I really care for the integrity of a simple shop out of many in a city out of many in my empire).
The decision what to attack might be meaningful for a small number of defensive buildings but only for those and even that might be too much if you have so many units and so much to attack later in the game.
So an easy way to simplify that is to assume that the buildings in a city are hit in a similar way by disasters and attacks and a total integrity value can describe that.
You might still add a value to the building type that describes how easy it is to destroy the building and then the easy to destroy buildings are more likely to be destroyed in disasters or attacks but the total structural integrity describes how well repaired your city is in general and is calculated in as well.
So since new properties are being proposed again. the question becomes should Structural Integrity be added?
I personally think Structural Integrity would be a good companion property to Flammability. Just like Air and Water Pollution are companion properties.
@TB
Fair enough. If you think the combat mod could enhance such a property then I am open to you ideas. I mean this is why we have these kids of discussions. To share ideas and help plan them out on how they could work (or not work).
As for Tourism idea I think that is a great idea. I am suprised no one has brought it up before.
Its a really great game play element, you could have buildings increase tourism and others decrease it.