Structural Integrity

Would it be possible to allow the player to choose which? Such as some sort of "mode" they would go in just like you can fortify or sleep. So they could go into like "General Repair" or "Specific Repair" in which you would select via a pop-up menu which building you want them to repair. Specific repair would repair much quicker than general repair of course. Perhaps you could make a new line of "Repair" promotions for workers to spend their XP on that would do those things faster.
 
Would it be possible to allow the player to choose which? Such as some sort of "mode" they would go in just like you can fortify or sleep. So they could go into like "General Repair" or "Specific Repair" in which you would select via a pop-up menu which building you want them to repair. Specific repair would repair much quicker than general repair of course. Perhaps you could make a new line of "Repair" promotions for workers to spend their XP on that would do those things faster.
It would be a LOT more difficult to have them specify what they want to specifically help to rebuild than it would to have them add to a pool of reconstruction points that gets divied out. Might even be easier to have an ability to direct where the recovery efforts should be prioritized in the city than it would be by unit. I'm also thinking of memory efficiency here too... much better not to specify by unit but maybe not so bad for the city to manage it somewhat like the numeric priority rating system for espionage spending. But that really would require a new screen I think. As a base, it would be easiest for now to just have the recovery spread out evenly and the city be able to amass recovery points by buildings, a process (converting production to recovery points) and from units pitching in.

However, for such recovery adding abilities, units could easily be given a buildup promotion set that allows them to buildup recovery points for the city rather than other potential fortification actions. They could be given promotions to increase their recovery points. And we could even have engineering or labor civilian units that are intended for the role specifically.

This project would be quite easy to program really. Easy enough it's an attractive idea to undertake during a weekend if my only role in it is to do the coding and maybe some guidance on setting up a new buildup promotionline. The tough part then becomes programming how buildings take damage. And AI. Always an UGH when it comes to AI.
 
Yeah I figured i was asking a lot with both. But i have seen what you can do so I was getting maybe too hopeful. A "General Repair" is fine. Do we need a separate unit? Or just workers? I do not know. At the very least just have buildings and/or wonders that can help speed up recovery. I also have no idea how to determine HP either. Since each building is different. Some would not even need HP either.
 
It's not that I CAN'T... just that I think it unwise to dedicate so much system resources.

Workers would be a great unit for that role and it would give us an alternative useful set of promotions for them so that would be excellent.

Easiest way to determine HP is to do it the simple way Civ IV started off with units: every building gets 100 max and it reflects a % of wellbeing. The difference is then only the integrity which is how much damage they resist, or a percentage they reduce any incoming damage by, or their chance to avoid all damage from a source, or perhaps a combination of 2 of those three.

Example: A building could have a 20 integrity which could mean it has a 20% chance of avoiding taking damage from any source attempting to damage it and reduces damage by 20% when it does take damage.
 
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