Miscellaneous wishlist...
Posted: Fri Sep 07, 2018 2:10 pm
Since various ideas are written in this forum, so I write some also...
01. Attack_Bonus reference to attacker tile, defender unit type
..... make opposite side of Defend_Bonus.
..... ...or unit type stays attacker, to allow like: if Archers on Hills, then gets +50% Attack_Bonus.
02. Adjustable minimum healing in city setting: Min_City_Healing_Mod_Pct
..... current total healing rate in city is 1/3 (city) + 1/10 (fortified healing) + 1/10 (natural healing) = about 53.33% if land unit fortified. I think it is high...
..... e.g. minimum hp healed in city = (max hp * (100 + Min_City_Healing_Mod_Pct)) / (3 * 100)
03. CanNotNaturalHealing and CanNotFortifiedHealing unit flag (or effect? to have more flexibility) to prevent natural healing / fortified healing
04. Changeable quadratic part of hurrying production / upgrade cost setting: Unit_Buy_Cost_Quad_Mod_Pmd, Upgrade_Price_Quad_Mod_Pmd
..... unit buying cost is quadratic (it is civ1/2 rule), so if unit shield cost is higher, gold cost infration occurs...
..... e.g. unit buying cost = 2 * missing + ((double)missing * missing) * (10000 + Unit_Buy_Cost_Quad_Mod_Pmd) / (20 * 10000)
05. CityState requirements: Celebrating, Happy, Content (=not Celebrating, Happy, Unhappy), Unhappy, WasCelebrating (rapture is 1+), WasHappy (was_happy is true), WasContent (not WasCelebrating, WasHappy, WasUnhappy), WasUnhappy (anarchy is 1+)
..... e.g. if CityState is Happy, then gets +2 Unit_Recover, +2 History.
..... e.g. if CityState is WasHappy, then gets +10% Defend_Bonus.
06. Minimum happiness surplus requirements (Happy citizens - Unhappy citizens - 2 * Angry citizens)
..... e.g. if happiness surplus is 1 or more, then gets +1 Unit_Recover, +1 History.
07. Minimum trade allocation rate to gold, science, luxury requirements
..... e.g. if rate of luxury is 10% or more, then gets +1 Make_Content.
08. Additional variable getter and/or setter lua functions
..... e.g. player's government, each trade allocation rate, number of tech known, current science point, science point needed to acquire researching technology, unit's hp, mp, fuel, veteran level, moved flag (related to natural healing), activity, unit class, city's info(output, surplus, citizens nationality, etc.), tile's owner
09. Additional lua signals
..... e.g. when government changes, global warming occurs, nuclear winter occurs, spaceship launched, terrain changed, pillage completed
10. Changeable radius of nuclear blast (use bonuses, effect, firepower or other ideas) and Nuke_Proof effect
..... e.g. unit "Early Nuclear" has radius 0 (target tile only), unit "Late Nuclear" has radius 1 (3x3), unit "Tactical Thermonuclear" has radius 2 (5x5), etc.
11. Border expanding setting: population, culture, like a city vision effect or other ideas
12. Ruleset controls handicap of each AI level setting
13. Ruleset (or server option like contactturns?) controls ceasefire/armistice duration setting
14. Changeable civilization score weight
..... e.g. Each Great Wonder worth 20 points.
15. Adjust shield returning for disband damaged unit in city: return (shield cost * current hit points) / (2 * maximum hit points) shields
..... e.g. if 10hp catapult is now only 3hp and try to disband, these unit calculated by 3/10 shield cost.
..... (then (40 * 3) / (2 * 10) = 6 shields return)
..... (shouldn't affect upgrade cost...because hp ratio are kept)
16. Rendered mp decrease if transported: lose (max mp of transported unit) * (movement cost of transporter) / (max mp of transporter unit) mp (round up to minimum fragment)
..... to prevent ship hopping, or to fix time twisting.
..... e.g. if 1mp warriors transported by 5mp transport and transport moves ocean, transported warriors mp also decrease by 1*1/5 mp.
..... e.g. if 3mp armor transported by 4mp galleon and galleon moves ocean, transported armor mp also decrease by 3*1/4 mp.
17. Tired movement (movement version of tired attack...)
..... e.g. if 1mp warriors moved to 3mp cost mountain, then warriors need rest 2 more turns to reactivate.
..... e.g. if 2mp horsemen moved to 3mp cost mountain, then horsemen have only 1mp next turn, and if moved to another mountain tile, then horsemen need rest 1 more turn to reactivate.
..... Issue: it will cause problem in path finding...
18. Save food overflow and underflow in population grow or starve setting
..... e.g. if city grows at 31/30 foodbox and hasn't Granary, new foodbox is 1/40.
..... e.g. if city grows at 31/30 foodbox and has Granary, new foodbox is 21/40.
..... e.g. if city starves at -2/30 foodbox and has Granary, new foodbox is 9/20. (because foodbox needs -1 to starve so -2 means 1 less than normal starve...)
..... Issue: if new foodbox is equal or above maximum, or below 0 after city grow or starve, what happens? To prevent, limit new foodbox at maximum-1 and 0?
19. Part foodbox resetting in population grow or starve
..... In my memory, Civ3's Granary is only applicable in city growth.
..... e.g. if city grows with Granary, then 50% of foodbox saved, but if city starves, save nothing.
..... e.g. if city starves with Emergency Granary(?), then 50% of foodbox saved, but if city grows, save nothing.
15, 16, 17, 18 should be switchable (ruleset or server options?) to maintain current behavior...
01. Attack_Bonus reference to attacker tile, defender unit type
..... make opposite side of Defend_Bonus.
..... ...or unit type stays attacker, to allow like: if Archers on Hills, then gets +50% Attack_Bonus.
02. Adjustable minimum healing in city setting: Min_City_Healing_Mod_Pct
..... current total healing rate in city is 1/3 (city) + 1/10 (fortified healing) + 1/10 (natural healing) = about 53.33% if land unit fortified. I think it is high...
..... e.g. minimum hp healed in city = (max hp * (100 + Min_City_Healing_Mod_Pct)) / (3 * 100)
03. CanNotNaturalHealing and CanNotFortifiedHealing unit flag (or effect? to have more flexibility) to prevent natural healing / fortified healing
04. Changeable quadratic part of hurrying production / upgrade cost setting: Unit_Buy_Cost_Quad_Mod_Pmd, Upgrade_Price_Quad_Mod_Pmd
..... unit buying cost is quadratic (it is civ1/2 rule), so if unit shield cost is higher, gold cost infration occurs...
..... e.g. unit buying cost = 2 * missing + ((double)missing * missing) * (10000 + Unit_Buy_Cost_Quad_Mod_Pmd) / (20 * 10000)
05. CityState requirements: Celebrating, Happy, Content (=not Celebrating, Happy, Unhappy), Unhappy, WasCelebrating (rapture is 1+), WasHappy (was_happy is true), WasContent (not WasCelebrating, WasHappy, WasUnhappy), WasUnhappy (anarchy is 1+)
..... e.g. if CityState is Happy, then gets +2 Unit_Recover, +2 History.
..... e.g. if CityState is WasHappy, then gets +10% Defend_Bonus.
06. Minimum happiness surplus requirements (Happy citizens - Unhappy citizens - 2 * Angry citizens)
..... e.g. if happiness surplus is 1 or more, then gets +1 Unit_Recover, +1 History.
07. Minimum trade allocation rate to gold, science, luxury requirements
..... e.g. if rate of luxury is 10% or more, then gets +1 Make_Content.
08. Additional variable getter and/or setter lua functions
..... e.g. player's government, each trade allocation rate, number of tech known, current science point, science point needed to acquire researching technology, unit's hp, mp, fuel, veteran level, moved flag (related to natural healing), activity, unit class, city's info(output, surplus, citizens nationality, etc.), tile's owner
09. Additional lua signals
..... e.g. when government changes, global warming occurs, nuclear winter occurs, spaceship launched, terrain changed, pillage completed
10. Changeable radius of nuclear blast (use bonuses, effect, firepower or other ideas) and Nuke_Proof effect
..... e.g. unit "Early Nuclear" has radius 0 (target tile only), unit "Late Nuclear" has radius 1 (3x3), unit "Tactical Thermonuclear" has radius 2 (5x5), etc.
11. Border expanding setting: population, culture, like a city vision effect or other ideas
12. Ruleset controls handicap of each AI level setting
13. Ruleset (or server option like contactturns?) controls ceasefire/armistice duration setting
14. Changeable civilization score weight
..... e.g. Each Great Wonder worth 20 points.
15. Adjust shield returning for disband damaged unit in city: return (shield cost * current hit points) / (2 * maximum hit points) shields
..... e.g. if 10hp catapult is now only 3hp and try to disband, these unit calculated by 3/10 shield cost.
..... (then (40 * 3) / (2 * 10) = 6 shields return)
..... (shouldn't affect upgrade cost...because hp ratio are kept)
16. Rendered mp decrease if transported: lose (max mp of transported unit) * (movement cost of transporter) / (max mp of transporter unit) mp (round up to minimum fragment)
..... to prevent ship hopping, or to fix time twisting.
..... e.g. if 1mp warriors transported by 5mp transport and transport moves ocean, transported warriors mp also decrease by 1*1/5 mp.
..... e.g. if 3mp armor transported by 4mp galleon and galleon moves ocean, transported armor mp also decrease by 3*1/4 mp.
17. Tired movement (movement version of tired attack...)
..... e.g. if 1mp warriors moved to 3mp cost mountain, then warriors need rest 2 more turns to reactivate.
..... e.g. if 2mp horsemen moved to 3mp cost mountain, then horsemen have only 1mp next turn, and if moved to another mountain tile, then horsemen need rest 1 more turn to reactivate.
..... Issue: it will cause problem in path finding...
18. Save food overflow and underflow in population grow or starve setting
..... e.g. if city grows at 31/30 foodbox and hasn't Granary, new foodbox is 1/40.
..... e.g. if city grows at 31/30 foodbox and has Granary, new foodbox is 21/40.
..... e.g. if city starves at -2/30 foodbox and has Granary, new foodbox is 9/20. (because foodbox needs -1 to starve so -2 means 1 less than normal starve...)
..... Issue: if new foodbox is equal or above maximum, or below 0 after city grow or starve, what happens? To prevent, limit new foodbox at maximum-1 and 0?
19. Part foodbox resetting in population grow or starve
..... In my memory, Civ3's Granary is only applicable in city growth.
..... e.g. if city grows with Granary, then 50% of foodbox saved, but if city starves, save nothing.
..... e.g. if city starves with Emergency Granary(?), then 50% of foodbox saved, but if city grows, save nothing.
15, 16, 17, 18 should be switchable (ruleset or server options?) to maintain current behavior...