Ok, it has been brought to my attention that the chances of a market economy are almost hopeless, and that many people, in fact, do not want it. My primary reason for wanting the economy is for the purposes of scenarios.
I have, therefore, compiled a list of features I would like to see in order to make it seem like there is an economic system.
I want a trigger for when a unit of a particular type and civilization is occupying a particular square or squares.
This can be used so that I can create occupied territory and blockaded waters.
I want to be able to limit unit construction to certain cities so that I can prevent certain cities from being able to build certain units if they are "cut off" from various materials. It also helps for limiting the production of a certain unit to a certain area of the world for example with Elephants because elephants only live in certain parts of the world.
Another thing I want is a "Improvement Destroyed" function for terrain improvements. I would also want a function that can change the attack/defense/FP/HP of units. That way, I can make it so that a loss of a railroad damages unit capabilities to fight because they will be unable to get supplies.
Essentially, I want to be able to make modifications to insert new Rules.txt files within the game as Captain Nemo suggested. That way I can change unit abilities and terrain values in response to various actions in the game.
I would also like to be able to make my own dialog boxes. So that I can have a box pop up with a message with a Yes and No option that the player must select, and each option will have a different result. There would be an If… Then statement for each response. This feature would not be that difficult. The computer would simply have a blank where you would have the text appear like with the Text option already in the events in scenarios, but there would also be two buttons one being a True and one being a False. The titles of each button would also be able to be edited.
I would also like an If Declared War and if Peace Treaty Signed triggers.
I would also like a City Built option for when a city is constructed, and it must be for a particular area. That way, I can have a part of the world with an extra special commodity that when a particular civ builds a city there, then they get special bonuses by “controlling” that commodity.
I would also like to see a bunch of completely arbitrary terrain improvements (maybe 5), where you determine when modifying the terrain exactly what effect each will have as is done already with the irrigation and mining.
My goal is to be able to create a game where economic war can be waged. The American Civil War is a good example. I want to be able to set up a Union blockade which will make building particular units much more difficult if not impossible for the Confederates. Also, I want to be able to make it so that when the key cities along the Mississippi are captured, the Confederates are weakened because Texas becomes cut off from the rest of the Confederacy, and the meat could not be sent East. Also, when the Mississippi is under Union control, the revenues reaped from Cotton Field improvements drop tremendously because they can not ship their goods.
Also, the Union begins destroying rail lines making it hard to send troops to the front lines as well as supplies. As a result, troops already on the front become much less able to fight without supplies. This may seem like a rather easy game to play, but you can just as easily make YOU the Confederacy in which case it almost becomes as difficult as something like Red Front.
Essentially, I want to make the player FEEL like there is a market economy even if there really isn’t. They would have to play my scenarios as though there were one, and there decisions economically would have an impact on the game.
Since none of these changes will be fundamental to the game, but will in fact only be manipulating game functions I think that it should not be hard to develop an Events Editor that will be able to do all of these things.
Here's Captain Nemo's post as well in case you want to read it.
[This message has been edited by Dom Pedro II (edited January 14, 2001).]
I have, therefore, compiled a list of features I would like to see in order to make it seem like there is an economic system.
I want a trigger for when a unit of a particular type and civilization is occupying a particular square or squares.
This can be used so that I can create occupied territory and blockaded waters.
I want to be able to limit unit construction to certain cities so that I can prevent certain cities from being able to build certain units if they are "cut off" from various materials. It also helps for limiting the production of a certain unit to a certain area of the world for example with Elephants because elephants only live in certain parts of the world.
Another thing I want is a "Improvement Destroyed" function for terrain improvements. I would also want a function that can change the attack/defense/FP/HP of units. That way, I can make it so that a loss of a railroad damages unit capabilities to fight because they will be unable to get supplies.
Essentially, I want to be able to make modifications to insert new Rules.txt files within the game as Captain Nemo suggested. That way I can change unit abilities and terrain values in response to various actions in the game.
I would also like to be able to make my own dialog boxes. So that I can have a box pop up with a message with a Yes and No option that the player must select, and each option will have a different result. There would be an If… Then statement for each response. This feature would not be that difficult. The computer would simply have a blank where you would have the text appear like with the Text option already in the events in scenarios, but there would also be two buttons one being a True and one being a False. The titles of each button would also be able to be edited.
I would also like an If Declared War and if Peace Treaty Signed triggers.
I would also like a City Built option for when a city is constructed, and it must be for a particular area. That way, I can have a part of the world with an extra special commodity that when a particular civ builds a city there, then they get special bonuses by “controlling” that commodity.
I would also like to see a bunch of completely arbitrary terrain improvements (maybe 5), where you determine when modifying the terrain exactly what effect each will have as is done already with the irrigation and mining.
My goal is to be able to create a game where economic war can be waged. The American Civil War is a good example. I want to be able to set up a Union blockade which will make building particular units much more difficult if not impossible for the Confederates. Also, I want to be able to make it so that when the key cities along the Mississippi are captured, the Confederates are weakened because Texas becomes cut off from the rest of the Confederacy, and the meat could not be sent East. Also, when the Mississippi is under Union control, the revenues reaped from Cotton Field improvements drop tremendously because they can not ship their goods.
Also, the Union begins destroying rail lines making it hard to send troops to the front lines as well as supplies. As a result, troops already on the front become much less able to fight without supplies. This may seem like a rather easy game to play, but you can just as easily make YOU the Confederacy in which case it almost becomes as difficult as something like Red Front.
Essentially, I want to make the player FEEL like there is a market economy even if there really isn’t. They would have to play my scenarios as though there were one, and there decisions economically would have an impact on the game.
Since none of these changes will be fundamental to the game, but will in fact only be manipulating game functions I think that it should not be hard to develop an Events Editor that will be able to do all of these things.
Here's Captain Nemo's post as well in case you want to read it.
[This message has been edited by Dom Pedro II (edited January 14, 2001).]
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