Some new bigger ideas
Posted: Wed Mar 15, 2017 6:34 pm
I have collected few bigger ideas.
I. Some units/buildings needs special resources. To gather resource, we need to train specialist(for gold). Next we must add it to city and put it on tile from city screen, where resources appear. It doesn't work on tile in normal way, so there's no production/food/trade produced by this citizen.
II. Resources can be put to granary. Granary will have levels depending on city size and granary level. Normally, each resource specialist will provide one piece of resource at turn. If city doesn't need it, it will be automatically put to granary. When granary is full, no resources will be put to it and player will be informed.
III. Some bases need upkeep to survive. Also, when no unit inside for some amount of turns, it will be destroyed. It can help me to construct camp for prehistorical ruleset(Prehistorical ruleset will be created for small maps and with lots of micromanagement).
IV. Resources could been transported by caravans or other units
V. When no resource need to end production, production is stopped
VI. Allow to only robber city instead of conquering it - we pillage gold and food and could also select resources to pillage
I. Some units/buildings needs special resources. To gather resource, we need to train specialist(for gold). Next we must add it to city and put it on tile from city screen, where resources appear. It doesn't work on tile in normal way, so there's no production/food/trade produced by this citizen.
II. Resources can be put to granary. Granary will have levels depending on city size and granary level. Normally, each resource specialist will provide one piece of resource at turn. If city doesn't need it, it will be automatically put to granary. When granary is full, no resources will be put to it and player will be informed.
III. Some bases need upkeep to survive. Also, when no unit inside for some amount of turns, it will be destroyed. It can help me to construct camp for prehistorical ruleset(Prehistorical ruleset will be created for small maps and with lots of micromanagement).
IV. Resources could been transported by caravans or other units
V. When no resource need to end production, production is stopped
VI. Allow to only robber city instead of conquering it - we pillage gold and food and could also select resources to pillage