Tekamthi
Emperor
- Joined
- Aug 12, 2016
- Messages
- 1,750
From recent discussion (see this post and ensuing discussion), an interesting idea emerged re: representing some very-abstract supply line concepts via modifying unit healing ability. I've wrung these ideas through the what-is-possible-in-database filter, and have something semi-playable here:
database
This is NOT intended to be a fully-fleshed out mod at this stage, and I am unsure if I will develop it further, but the logic should hold-up in general play; its more of a mostly-database proof-of-concept aimed at exploring solutions to recent/current discussion about too many units and over-supply in late game. Feel free to modify; please post any significant functionality updates back into this thread
edit:
updated description to reflect current functionality.
v5: re-added promo support for unmoved units
added promo from meat plots
added promo from passing trade unit
note that I removed the following from v1 as unnecessarily complex:
database
- All normal, default healing is restricted for land units
- 0 in enemy, 5 in neutral & friendly
- accomplished via promo to all affected units: -5 in enemy, -5 in neutral, -10 in friendly
- Recon excluded
- existing "extra" healing functionality left untouched (medic promotions, healing policies/beliefs etc); may be adjusted if this is developed further
- 0 in enemy, 5 in neutral & friendly
- There are 2 promos that re-enable healing:
- food supply
- materiel supply
- each promo is temporary duration (10 turns)
- each temp promo does 5 hp per turn healing for plot and adjacent (functionally identical to medic promo healing bonus, but w/ a timer)
- temporary healing promos are gained from moving unit through a plot with an improvement
- food supply promo gained from farms/pastures/village/towns etc
- materiel supply from manufactory/mines/lumbermills/et
- land military units AND some civilians (workers, settlers, caravans) can gain the healing promos.
- ie send a force on foreign attack, it will have full healing enabled for 10 turns after it leaves your territory - to continue healing after 10 turns away, at least some units will have to tag up in owned improved plots to restart 10 turn timer OR workers will have to be sent to the front line, carrying these same promos.
- all healing promos are adjacency-based so units without any supply promos can still receive full healing if nearby -- can just send workers with them applied if nothing else
- forts and citadels provide additional healing bonus per turn
- 5 hp to unit in tile and adjacent -- unit must be in tile, ability lost when moving out of fort/cita
- add various supply promos to eligible units via move through city plot
- city must have food routes enabled to add food promo
- ... & production routes for materiel promo
- pillaging improvements that confer supply promos, also confers relevant supply promo to the pillager
- standing still in relevant plot re-adds the relevant promo
- add promo from meat resource plots
- trade units distribute the promos as they move
This is NOT intended to be a fully-fleshed out mod at this stage, and I am unsure if I will develop it further, but the logic should hold-up in general play; its more of a mostly-database proof-of-concept aimed at exploring solutions to recent/current discussion about too many units and over-supply in late game. Feel free to modify; please post any significant functionality updates back into this thread
edit:
updated description to reflect current functionality.
Spoiler :
v5: re-added promo support for unmoved units
added promo from meat plots
added promo from passing trade unit
note that I removed the following from v1 as unnecessarily complex:
- 3rd worker-only supply promo
- unnecessary and too complex for AI
- re-add promos to unmoved units in eligible plots
- w/ promised update to VP code this shouldn't be as necessary, not worth the system resources
- gaining supply by attacking unit w/ active supply
- pillaging is sufficient
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