Announcement

Collapse
No announcement yet.

[Mod IDEA] Infrastracture

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • [Mod IDEA] Infrastracture

    I don't have the coding ability to do anything other then changing numbers but I think this would be a good mod. A late game tech (and maybe different techs allow further infrastracture) Workers will go to a city and build infrastracture, maybe it takes 300 moves (on Epic/Huge) (150 turns for 1 worker, or 100 for a fast worker) and it adds 25% to gold, science, and shield production. This would allow some use for workers late in the game when all the tiles have been railroadized. And there could be multipul levels, such as if the workers worked 600 moves it would be 50% on all of those things, and so on (to a certin limit, probabally 1200/100%)

    Anyone think this is a good idea?

  • #2
    So it wouldn't consume the worker?

    I guess I can see the value in this kind of mod. It's an interesting discussion at the very least. And a use for late-game workers with their thumbs up their butt.


    What do others think?
    One of these days I'll make 501 posts, and you won't have to look at my silly little diplomat anymore.
    "Oh my God, what a fabulous room. Are all these your guitars?"

    Comment


    • #3
      Guess it's not a very popular idea?

      Comment


      • #4
        The concept is very good, but I would prefer the ability to change workers into the field workers (useful for growing small cities) using some sort of factory-farming tech. Perhaps some sort of combination mod might work.
        Ceeforee v0.1 - The Unofficial Civ 4 Editor -= Something no Civ Modder should ever be without =- Last Updated: 27/03/2009
        "Just because I'm paranoid doesn't mean there's no conspiracy"

        Comment


        • #5
          I remember in SMAC you could build crawlers or something that could gather resources outside your city radius. So late in the game you could improve all the inter-city squares and get crawlers working them. Combined with the ability to create new ground through terraforming it meant that workers were always useful.

          Of course implementing that would require creating crawlers, which have a great potential for unbalancing the game if done incorrectly. Plus the AI would have to learn how to use them and to destroy yours.

          Hmm... maybe it'd just be easier to find my old SMAX disk...

          Comment


          • #6
            Crawlers have been done and they work, to a point.
            Ceeforee v0.1 - The Unofficial Civ 4 Editor -= Something no Civ Modder should ever be without =- Last Updated: 27/03/2009
            "Just because I'm paranoid doesn't mean there's no conspiracy"

            Comment


            • #7
              Instead of making it produce such an enormous jump in productivity by making it a purely late-game occurance, I think it would be better to use the following progression

              turns/bonus (table is cumulative)
              50/5%
              100/10%
              150/15%
              200/20%
              300/30%
              400/40%
              500/50%
              750/75%
              1000/100%

              With this change, the ability would have to come much earlier in the tech tree, perhaps having each level of bonus tied to a certain tech along the way, for example, the 5% bonuses being available in late middle/early Renn. age, the 10% bonuses being available in the late Renn./early modern age, and the 25% bonuses being available in the late modern age. This would allow for a much more gradual increase over a couple hundred turns, verses a doubling in a matter of a few dozen turns that having this as a purely modern ability would do.

              Other than that, and the fact that I'm not too keen on the name 'infrastructure' but don't have an alternative myself, I think it's a great idea.

              Comment


              • #8
                Cool, I think those numbers work well. The point of it being so many turns, is that you'd need 20 or 30 workers working on it.

                Comment


                • #9
                  could we have more than just infrastructure options? like gold.

                  Probably not to hard to take great people code but scale it back. So instead of a great artist have a mediocre artist for a few culture points. Cash out a worker when you don't need them like a great merchant trade mission. stuff like that
                  Formerly known as "E" on Apolyton

                  See me at Civfanatics.com

                  Comment


                  • #10
                    On a related CIVILIZATION Historical perspective, I cut my teeth on my sons Playstation CIVII.

                    What I really enjoyed was a caravan being sent to a certain city. If the caravan arrived and no good was available to trade, you had at least two other optioons, either food or help rush build a wonder, IIRC.

                    This would be nice if so.

                    In Call To Power I often have cities with Mills and Factories and build excess Calvary and then send them to a city which may be building a Wonder and disband them within city helping contribute to "Rush Build" the Wonder.

                    While you dont get 100% return, you can do wonders with 2 Nine Stacks

                    Ok

                    Just sharing as it would be a cool feature.

                    Maybe even say take 9 workers and be able somehow to make them aa "Workforce" which would act like one of the Greats persons?

                    Just suggesting

                    Gramps
                    Hi, I'm RAH and I'm a Benaholic.-rah

                    Comment

                    Working...
                    X