gfurst
Warlord
Hey there, I'm brain working and a modcomp idea that i may use to a modpack in the future.
The basic idea would be to remove the regular Research/Culture/Espionage sliders and let them be fixed values, or maybe variable values depending on the empire current status.
To make this idea plausible, most buildings instead of increasing rates, they would increase direct outputs of those, and only specific buildings, also building such as market( and much more) would also produce directly also as per bonus base. (the yield per resource features, is already fully operational on some mods, thx Afforess and davidlallen)
The main idea is to have a focus on expanding the overall empire commerce output( not depending only on tiles). Other idea is to not have always the research slider at maximum.
Tax rate directs the rate of the overall commerce output that goes to your government( such as real life), but high tax rates can cause unhappiness and others bad features( maybe affecting city growth in any number of ways).
Also it would depend on government( and/or legal) civic, meaning despotism for example allows and higher tax rates without empire going to a internal succumb, and democracy on the other hand can support a large empire with a low tax rate, and if tax were high the empire simply would be suffocated.
The investment rate would be placing all the gold surplus your kingdom harvested from those poor peasants back to service for them. They would create expenses increasing , got it?
For example, suppose the university creates bonus expense and research per investment rate, same way hospital would create bonus health and theaters bonus happiness.
So putting it on solid state?
Reminding this is supposed to be a modcomp, leaving the specific buildings and civics to modders to implement to their modpack.
I've never modded before( quite new to civ4 community), although I'm a Computer engineer student very familiar with programming languages( never used python before), so i should get the hang of it really fast, better yet if helped.
So yes this is a cry for help!!!
Help would be much appreciated, also tips, comments how features should work, and ideas how to make high tax bad, and high investment good
So please do comment.
Thanks guys
Inspired by: Civ5, Dynamic City Development, a lot of mods out there that do amazing stuff.
Always wondered why economic management of the empire was so superficial.
Edit==========
There is now a thread for technical details about developing the mod: http://forums.civfanatics.com/showthread.php?t=388151
The basic idea would be to remove the regular Research/Culture/Espionage sliders and let them be fixed values, or maybe variable values depending on the empire current status.
To make this idea plausible, most buildings instead of increasing rates, they would increase direct outputs of those, and only specific buildings, also building such as market( and much more) would also produce directly also as per bonus base. (the yield per resource features, is already fully operational on some mods, thx Afforess and davidlallen)
The main idea is to have a focus on expanding the overall empire commerce output( not depending only on tiles). Other idea is to not have always the research slider at maximum.
Tax rate directs the rate of the overall commerce output that goes to your government( such as real life), but high tax rates can cause unhappiness and others bad features( maybe affecting city growth in any number of ways).
Also it would depend on government( and/or legal) civic, meaning despotism for example allows and higher tax rates without empire going to a internal succumb, and democracy on the other hand can support a large empire with a low tax rate, and if tax were high the empire simply would be suffocated.
The investment rate would be placing all the gold surplus your kingdom harvested from those poor peasants back to service for them. They would create expenses increasing , got it?
For example, suppose the university creates bonus expense and research per investment rate, same way hospital would create bonus health and theaters bonus happiness.
So putting it on solid state?
Reminding this is supposed to be a modcomp, leaving the specific buildings and civics to modders to implement to their modpack.
I've never modded before( quite new to civ4 community), although I'm a Computer engineer student very familiar with programming languages( never used python before), so i should get the hang of it really fast, better yet if helped.
So yes this is a cry for help!!!
Help would be much appreciated, also tips, comments how features should work, and ideas how to make high tax bad, and high investment good
So please do comment.
Thanks guys
Inspired by: Civ5, Dynamic City Development, a lot of mods out there that do amazing stuff.
Always wondered why economic management of the empire was so superficial.
Edit==========
There is now a thread for technical details about developing the mod: http://forums.civfanatics.com/showthread.php?t=388151