I think I may have to change one plan though... originally for the stone age I had planned to have one building 'campfire' where you could choose between yields of science, culture, hammers, food, but it looks like the way I would need to do it is have a seperate 'fire' for each yield type that you then move between depending on the job, then obsolete each of them individually in the classic era.... I think.. ugh so many differnt concepts to wrap my head around from col.
Actually, In M:C there is at least one building you can change what is produced. When you have discovered new armor types you can click the Armorsmith building and change what type of armor you want to produce. This is at the moment hardcoded to just the Armory, but we could make this XML friendly if there is a need, or maybe there is a better way to even do this?
One big issue with this is that say we have an expert knight costing money. We assign it to farming due to lack of a better unit and then we forget about it. Eventually we remember that we have a knight working in a city, but now the question if which one and doing what?
We need to get a much better overview of units or the game will drown in micro management.
Also what should the price be for not being able to pay? Unit dies?
Don't knights show up as nobles? I can't remember how the 'knighting' system works exactly.
Yeah, all nobles are basically Knights. The Military Advisor gives an overview of all units. We can add "Sort out Knights" to the drop down list and have it list firsts all Possible Knights.
If we make soldier professions cost money, then what will prevent players from putting a whole lot of weapons in the cities and then only actually make the military units when needed? The upkeep works in civ because you can't make 40 new units during a turn (not even from turn to turn, but during a turn). You can do that in colo, which is why the idea isn't just a copy paste from civ.
Exactly, during Medieval times most Kings didn't have a "Standing Army", soldiers worked their land and were only paid while at war. According to History, the first Standing Army in Western Medieval Europe was produced by Charles VII in 1445. Rome had standing armies in their time. I've wanted to add the options for a Standing Army, however. So, lets ponder on ideas on how this could work.
Also, another point in the matter there would need to be a benefit to having a Standing Army, with paid wages, as there is no benefit to doing this. The player gains more benefit in putting his units to work in his cities.
Just thinking on it now... What were the real life benefits in having a Standing Army? More trained, more Experienced Soldiers, better equipped, more prepared, to name the most obvious. In the current M:C if you let your untrained units stand fortified in your Garrison for 10 turns they actually gain one level. This was my attempt to create some kind of benefit to training units, or having them stand guard. The AI does this all the time. Even none Native AI's will have units standing guard almost always.
We can widen the gap between Trained and Untrained units greatly, where untrained Units suffer grave penalties. Or, we could have Promotions that only take affect for Paid or Standing Army soldiers. This would represent being more prepared and trained in order to preform Combat Maneuvers as a Unit.
We could say it takes 1 or more turns to actually equip a Military Unit. If you need an Arms-men fast all you are allowed to do that turn is Armed Peasants,with Knights being armed with Swords instead of pitch forks
Hmmm... continues to ponder...