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Some new bigger ideas

Posted: Wed Mar 15, 2017 6:34 pm
by Lachu
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

Re: Some new bigger ideas

Posted: Sun Mar 19, 2017 6:32 pm
by Lachu
VII. Allow more experienced units train new ones. Elite unit should be added to city and it's consumed. After that, player get production bonus(five point for example) for train unit of the same type.

Re: Some new bigger ideas

Posted: Mon Apr 24, 2017 10:04 pm
by pak
wrt: IV. Resources could been transported by caravans or other units

I would really like to see a unit that could carry food, to enable (re)supply of cities who are about
to suffer starvation. I guess we could add/have a unit flag that says or allows it to "Disband as Food"
rather than as production.

Re: Some new bigger ideas

Posted: Tue May 09, 2017 9:08 pm
by cazfi
Lachu wrote:IV. Resources could been transported by caravans or other units

S3_0 has Trade Goods. You can define a good with the same name as a resource, and make that resource a requirement for the good. Then city with the resource in range can trade out it as a good.