Every conceptual idea doesnt necessarily have complicated and roundabout in its explanation and execution. Heres two examples:
The health concept:
The basic idea is that "full health" means that the foods-, shields-, coins- and lightbulbes-production continues maximal and problem-free, like in Civ-2. Beneath full health means that all those four areas suffers gradually and accordingly. You can counteract this, by building city-improvements like Granary, Bathhouse, Sewersystem, Farmacy, Hospital. Maybe an added food-rations & workdays parameter to combate above.
The protective border tolls concept:
The basic idea about "protective border tolls" is that any trade generated between any indevidual AI-empire and the human player, is city-screen tweakable through empire-dependent "economical strangulation" slider-bars, working from 0-100%, with 10% increments. Any AI-civ (or human player) can then choose to deliberatly strangle its trade with a hostile civs, either partly or totally - either alone or working together with allied civs - and instead try to promote maximal trade with more friendly civs.
Some other immune-modifiers can perhaps be implemented in order to give any AI/human player some means of bypassing the effects, besides working on nice and good relations and diplomatics.
[This message has been edited by Ralf (edited January 03, 2001).]
The health concept:
The basic idea is that "full health" means that the foods-, shields-, coins- and lightbulbes-production continues maximal and problem-free, like in Civ-2. Beneath full health means that all those four areas suffers gradually and accordingly. You can counteract this, by building city-improvements like Granary, Bathhouse, Sewersystem, Farmacy, Hospital. Maybe an added food-rations & workdays parameter to combate above.
The protective border tolls concept:
The basic idea about "protective border tolls" is that any trade generated between any indevidual AI-empire and the human player, is city-screen tweakable through empire-dependent "economical strangulation" slider-bars, working from 0-100%, with 10% increments. Any AI-civ (or human player) can then choose to deliberatly strangle its trade with a hostile civs, either partly or totally - either alone or working together with allied civs - and instead try to promote maximal trade with more friendly civs.
Some other immune-modifiers can perhaps be implemented in order to give any AI/human player some means of bypassing the effects, besides working on nice and good relations and diplomatics.
[This message has been edited by Ralf (edited January 03, 2001).]
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