Originally posted by Blake
However I still like the idea of having a "unique building" for each ideolgy because it increases the investment factor - allowing for more impact overall if the player is willing to put in the investment.
Mind you maybe an ideology could have a certain impact just for existing, but by tying the benefit to further investment it helps make the ideology tech less uber.
However I still like the idea of having a "unique building" for each ideolgy because it increases the investment factor - allowing for more impact overall if the player is willing to put in the investment.
Mind you maybe an ideology could have a certain impact just for existing, but by tying the benefit to further investment it helps make the ideology tech less uber.
I am still leaning towards preset ideologies tied to the factions by default. Technologies could then be required to utilize the ideology (something like the restriction lifting technologies in SMAC/X).
...and I still think "ideologies" in the mod should be a less powerful tool than "religions" in Civ4.
Originally posted by Blake
Resources. I'm not sure about these... we could try and come up with a set of resources (possibly with technobabble names) but I think I'd rather stick with the nut/min/energy resources, maybe with more diversity, but without the resource trading factor.
Still we could have things like "Longlivity Vaccines" provided by the wonder, which provides +1 happiness and so the owner can export that benefit for cash, that'd be pretty cool. So I think we can certainly make use of the resource model at points.
Resources. I'm not sure about these... we could try and come up with a set of resources (possibly with technobabble names) but I think I'd rather stick with the nut/min/energy resources, maybe with more diversity, but without the resource trading factor.
Still we could have things like "Longlivity Vaccines" provided by the wonder, which provides +1 happiness and so the owner can export that benefit for cash, that'd be pretty cool. So I think we can certainly make use of the resource model at points.
I am inclined to agree on the resource issue. Resource modifiers (happiness and health) don't have to be present in the mod. But with increased EC requirements of units and possibly facility maintenance costs I think economic and production resources do make sense. Unlike happiness and health, economic resources are very flexible. You can turn the extra economy into psych (less drones), research or unit upgrades. Trading economic resources makes sense too---commerce between factions could even be prohibited until the factions start exchanging economic resources.
Economic resources could further be augmented by certain facilities or technologies, e.g. Centauri Preserve could give an additional +1 commerce if a certain resource is available.
Production resources could be used to mainly reduce the cost of certain buildings and units (+10-25%). Or perhaps confer a bonus (e.g. free promotion) to certain units when the units are produced.
Originally posted by Maniac
The SMAC pollution system of fungus and especially mind worms was much more interesting because you had an economic problem which also caused military issues, which meant you had to use more aspects of the game.
The SMAC pollution system of fungus and especially mind worms was much more interesting because you had an economic problem which also caused military issues, which meant you had to use more aspects of the game.
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