Status Report: Units draft complete, maps nearing completion, expect playtesting to begin Monday, August 1st.
Author's comments: Author living, breathing, sleeping AND eating Kyokujitsu.
Today's Revelation: The Economic System, Part I
When I first set out to create Kyokujitsu, I wanted to create a scenario that would emphasize the importance of natural resource capture. Through innovations discovered in the past year, and through Test of Time's own new events and flags, I am able to tweak the gameplay of Civilization II like you have never seen before!
Well, might as well get it out. In Kyokujitsu, you will NOT build any of your units. They will ALL be events created.
Horror!
Terror!
Unspeakable!
Fear not though, you will decide what kind of units you want. Hows that you ask? Through the technology screen.
Now, in regular Civ2, each of your cities builds its own units and produces fairly independently on its own, which produces more of a city-state effect rather than a sense of national unity. In the real military world, units just don't appear complete from one city, and it usually takes the resources of an entire nation to produce unique units. In Kyokujitsu, this will be the case.
Your cities will be unable to produce units, but will be able to produce National Industrial Poinds (N.I.P. if you prefer). Basically, capitalization.
Each month your forces will convene for a conference and you will decide what kind of units you want. You will have several chances to choose different units and the production amount. Depending on the type of unit, they will withdraw more N.I.P. from your national account.
Large and extravagent units like carriers, battleships, and other capital ships will take several turns to complete. Each of those turns they will withdraw N.I.P. from your accounts. Overdraw and you will face factory closings and worse. Obviously as your industrial abilities increase, the more you will be able to buy in a single turn during the conference.
Author's comments: Author living, breathing, sleeping AND eating Kyokujitsu.
Today's Revelation: The Economic System, Part I
When I first set out to create Kyokujitsu, I wanted to create a scenario that would emphasize the importance of natural resource capture. Through innovations discovered in the past year, and through Test of Time's own new events and flags, I am able to tweak the gameplay of Civilization II like you have never seen before!
Well, might as well get it out. In Kyokujitsu, you will NOT build any of your units. They will ALL be events created.
Horror!
Terror!
Unspeakable!
Fear not though, you will decide what kind of units you want. Hows that you ask? Through the technology screen.
Now, in regular Civ2, each of your cities builds its own units and produces fairly independently on its own, which produces more of a city-state effect rather than a sense of national unity. In the real military world, units just don't appear complete from one city, and it usually takes the resources of an entire nation to produce unique units. In Kyokujitsu, this will be the case.
Your cities will be unable to produce units, but will be able to produce National Industrial Poinds (N.I.P. if you prefer). Basically, capitalization.
Each month your forces will convene for a conference and you will decide what kind of units you want. You will have several chances to choose different units and the production amount. Depending on the type of unit, they will withdraw more N.I.P. from your national account.
Large and extravagent units like carriers, battleships, and other capital ships will take several turns to complete. Each of those turns they will withdraw N.I.P. from your accounts. Overdraw and you will face factory closings and worse. Obviously as your industrial abilities increase, the more you will be able to buy in a single turn during the conference.
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