Faustmouse
Deity
- Joined
- Jan 31, 2012
- Messages
- 3,524
What I see could make C2C more fun because it reduces too much micro:
- Farms and Mines (Buildings) should be build automatically (they are basically for free due their low costs)
- Improved City AI Governer (IE, first build all prod buildings, beginning with the cheapest, than all food buildings, and than click a bottom that specialice your city: give the highest priority to gold buildings or science or culture (you should be able to change the specification)
- Give automated workers priorities, like "if there is a forest, build a hybrid treefarm. if you can't, build a lumbermill"; "if there is a mountain, build a mine" "if there is a ressource, connect it.
- make some bottleneck buildings (or other buildings) free on a certain tech
- crime should be able to counter with buildings with differnt levels. Like "Townwatch I: cost X, reduces crime by 10", "Townwatch II, cost 2X, reduces crime by 20, requires and replaces TW I", "TW III: Cost 3X and reduces crime by 30, requires and replaces TW II" etc. The building would get more and more expensive, and the crime reduce effect would increase less than this. Or make the cost X, 2X, 4X, 8X etc... But this could be too much increasement.
- Same with crime for diseases [It might be hard to find a good balance, but you guys are extremely good at balancing! ]
That was what first came into my mind, I will post more if I have more ideas.
- Farms and Mines (Buildings) should be build automatically (they are basically for free due their low costs)
- Improved City AI Governer (IE, first build all prod buildings, beginning with the cheapest, than all food buildings, and than click a bottom that specialice your city: give the highest priority to gold buildings or science or culture (you should be able to change the specification)
- Give automated workers priorities, like "if there is a forest, build a hybrid treefarm. if you can't, build a lumbermill"; "if there is a mountain, build a mine" "if there is a ressource, connect it.
- make some bottleneck buildings (or other buildings) free on a certain tech
- crime should be able to counter with buildings with differnt levels. Like "Townwatch I: cost X, reduces crime by 10", "Townwatch II, cost 2X, reduces crime by 20, requires and replaces TW I", "TW III: Cost 3X and reduces crime by 30, requires and replaces TW II" etc. The building would get more and more expensive, and the crime reduce effect would increase less than this. Or make the cost X, 2X, 4X, 8X etc... But this could be too much increasement.
- Same with crime for diseases [It might be hard to find a good balance, but you guys are extremely good at balancing! ]
That was what first came into my mind, I will post more if I have more ideas.