what about having manpower(even if i use the word manpower i mean both women and men) in the game using the crime and flammability mechanics.
this can be done in two ways
A:some buildings will add manpower like houses ,some techs , cottages and in a smaller % healthy building.buildings that require people to work like factory will reduce the manpower and of course recruiting units will also take manpower . the more urbanized you are the more manpower you can have
yea but there are 10 house buildings and 400(maybe more) non house one will this be unballanced.this can be achieved in two ways.as you know when you build a building you dont build only one but many
1: keep this system and houses buildings will get huge manpower bonuses
2: change the system so in the cases of houses only when you build houses you build only one(for example in the first case houses would give 4000 manpower in the secont only 50). this system will only work if you only can code that some building will be able to build again in the same cities(imagine this like the houses in AOE games)
B :the second way(and my favorite) is a bit different like the total war games.you city would have a small starting population and a base growth (for example 2%) every turn . houses would not add manpower but raise the population cap.health + buildings and some techs would increase a bit the growth while - health reduce it. all the other parts more or less like the A idea
but is nt there a population mechanic in the game: yes but it is very unrealistic ,ugly and not efficiently . in a city with nine pop in reality you have thousound of people and with my suggestion this will more obvious.plus population is only used only in recruiting (in the city at least)
i would really like this suggestion to be considered because it will enrich gameplay and portray urbanization better.
all criticisms are welcome ( i even could help you with this with balancing,real house values ....)
this can be done in two ways
A:some buildings will add manpower like houses ,some techs , cottages and in a smaller % healthy building.buildings that require people to work like factory will reduce the manpower and of course recruiting units will also take manpower . the more urbanized you are the more manpower you can have
yea but there are 10 house buildings and 400(maybe more) non house one will this be unballanced.this can be achieved in two ways.as you know when you build a building you dont build only one but many
1: keep this system and houses buildings will get huge manpower bonuses
2: change the system so in the cases of houses only when you build houses you build only one(for example in the first case houses would give 4000 manpower in the secont only 50). this system will only work if you only can code that some building will be able to build again in the same cities(imagine this like the houses in AOE games)
B :the second way(and my favorite) is a bit different like the total war games.you city would have a small starting population and a base growth (for example 2%) every turn . houses would not add manpower but raise the population cap.health + buildings and some techs would increase a bit the growth while - health reduce it. all the other parts more or less like the A idea
but is nt there a population mechanic in the game: yes but it is very unrealistic ,ugly and not efficiently . in a city with nine pop in reality you have thousound of people and with my suggestion this will more obvious.plus population is only used only in recruiting (in the city at least)
i would really like this suggestion to be considered because it will enrich gameplay and portray urbanization better.
all criticisms are welcome ( i even could help you with this with balancing,real house values ....)
