Upgrades, Resources, and Tech Differences

Mr. Will

Mister
Joined
Jan 30, 2004
Messages
475
Location
Simpsonville, SC
From what I've seen so far, it would be possible to add a system where you could build specific buildings that produce certain resources.

For example, if you build a gunsmith you could have a civilization wide supply of muskets.

What I'm interested in, and it seems plausible, is that you could trade these muskets to a musketless civilization so that they could build musket units. Granted, without the gunsmithinh technology they would not be as good as if they had gunsmiths themselves, but it is better than more primitive weaponry.

So, if I'm French and I have this Musket resource from my gunsmiths and I trade it to Indians, they could produce an Indian musketeer unit, but not quite as powerful as the unit they could produce if they had the actual technology.

Now imagine creating a colonial expansion or New World scenario where guns become a commodity that Europeans only give to their Indian allies, making guns and therefore European alliances very desirable. It also makes Euro-Indian military alliances very worthwhile, as a European country could give Indians guns in return for declaring war on a rival tribe or European country while having the original country avoiding the messy complications of going to war with that country itself.

My Indian war party attacks and captures a British fort, defended by British rifleman and cannons.
Can artillery be made capturable again?

Wouldn't this be an extremely interesting scenario?
 
That sounds like a good idea.

Take it a step further; oil is needed to build certain units but refined oil made by way of refineries, may allow more advanced or luxery bonuses.
 
I love the idea!!!! Im going to be looking into it as well...hopefully we can all figure this kind of stuff out hehe. I'll post if I come across anything.
 
I have this implemented in realism 0.4 which is being released tonight. Its only on muskets and musketmen atm, but its working :D

Heres how its setup so far -

Muskets are producable from a 'Musket Factory', which requires a forge and Gunpowder to be built. Upon being built, it supplies 1 unit of Muskets.

Muskets are a tradable resource just as anything else. Musketman requires this resource to be produced and it operates as any other resource.

Now, im adding the ability to build musketman without gunpowder tech and just the resource; but Im not willing to change the game that much until I test this.

Right now I am working on limiting the number of units per Musket Factory (Probably will rename it Gunsmith)
 
Limiting # of units based on how many guns you have is a great idea.
 
I hope you experiment works out. This will help make oil become more contestable I hope, as it is in real life
 
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