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DESIGN: New ideas about the implementation of colony’s !!

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  • #16
    Colonies would be good if they had an upkeep, as an improvement. I think they'd be used in lieu of cities when your type of govt reached its limit. Which would be great for a colonization scenaio/mod where the Euro powers had a maxed out city limit so they'd have to make colonies (a later tech would let those colonies become cities or allow the city limit upped)

    I like the harvester idea, but only if it was one to a tile,and had an upkeep cost. THis could also be a great way to fix the corporate branch. So you set up a corporation in an enemy civs area. Kind of like McD's sprouting up everywhere, another way to get dragged in a war.
    Formerly known as "E" on Apolyton

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    • #17
      So long as the AI can't use them (which would be the case):

      I would say, no way!

      It will be just to the advantage of the human.

      Allthough as a twist, we could allow them, so long you are not leading , one the human starts leading they will be passed over to the last or second last player (could be AI or human player) this might happen every ~40 gameturns..........

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      • #18
        actually the code is almost there for the colonies the ai only has to scan for a good then place the colony at the side so i would say ai implementation would be easy

        rough code

        make location( x, y)
        if location1 has good;
        get neighbour (random);
        make colony ;
        ai public works = - colony cost;

        "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
        The BIG MC making ctp2 a much unsafer place.
        Visit the big mc’s website

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        • #19
          Maybe for founding colonies, but what shall be the priority for building them?

          Or shall it be for free? Not a good idea?

          Shall the colony be paid of with PW?

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          • #20
            Goods close to your city which is out side the city zoc and which the empire does not posses

            coloneis would be a tileimp so they would be paid for by pw or you could add a gold charge but that is for the user to decide
            "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
            The BIG MC making ctp2 a much unsafer place.
            Visit the big mc’s website

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            • #21
              tileimp, sounds good.

              The AI seems to be better with tileimps than with cityplacing/handling.

              I would say it shall be (if) a mixture of PW and gold. And actually it shall not be cheap either.

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              • #22
                of course

                we could also add the tile imp flags for

                collects gold
                collects production
                collects food

                for later moders to use
                "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
                The BIG MC making ctp2 a much unsafer place.
                Visit the big mc’s website

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                • #23
                  Sorry misunderstanding:

                  I meant it shall cost PW and gold.........

                  for what to collect:

                  User shall choose.

                  But the 'income' shall never be more than twice the city-production. (suggestion)

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                  • #24
                    the colony itself will be a tile imp so the mdoer can select how much this imp will cost
                    "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
                    The BIG MC making ctp2 a much unsafer place.
                    Visit the big mc’s website

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                    • #25
                      Collects HOW MUCH food? HOW MUCH Production? HOW MUCH Gold?

                      And if you have an unkeep... of gold and production, say, won't this be semi pointless, anyway? I mean... if you get a significant advantage, then its unbalanced, as per SMAC. If its not advantageous enough, then there is no point.

                      Cities are the best mechanism for basic resource (food/prod/comm) gathering, since there are many checks and balances (not enough, but still...) on them.

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                      • #26
                        The colony implemented will only collect goods

                        The food production gold will only be flags not implemented in the final colony mod but will be there for other moders who want them
                        "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
                        The BIG MC making ctp2 a much unsafer place.
                        Visit the big mc’s website

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                        • #27
                          Well, right... you did mention the flag bit. I get that. My question is, still, how do you think that this bonus should be calculated? Based on terrain? Flat value?

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                          • #28
                            Tile based would probably be the best way to go
                            "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
                            The BIG MC making ctp2 a much unsafer place.
                            Visit the big mc’s website

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                            • #29
                              For it to be a TI it would have to be more like a modified fortress - with the ability to open the good to the trade system in the game. TI's need to be within your city boudaries, except for the fortress.
                              The advantages could be kept low using high cost in PW to place plus as a TI it can be pillaged by the enemy - so it would require defending.
                              My feelings are that this would a nice addition IF the general trade system can be improved to the point whereby trade goods are more than just a means to get more money(as its easy to get alot anyway), along the lines of having them as prerequisites for certain build items? Those are my initial feelings, but i agree with Mr.Baggins that it shouldn't just be a way for the player to get lots 'more' for the sake of it.
                              'The very basis of the liberal idea – the belief of individual freedom is what causes the chaos' - William Kristol, son of the founder of neo-conservitivism, talking about neo-con ideology and its agenda for you.info here. prove me wrong.

                              Bush's Republican=Neo-con for all intent and purpose. be afraid.

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                              • #30
                                i also have a master plan for goods goods in my idea have bonus effects for the city collecting them as well as the city buying them

                                wood for example will increases production in the host city however this effect would be limited to the first and second age then the good wood becomes a luxury item and gives the host city a happy bonus

                                same for over goods

                                However some goods will have to be removed altogether i still can't understand why there is the giant squid good it is totally inedible and it is not like you can make a chair from it
                                "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
                                The BIG MC making ctp2 a much unsafer place.
                                Visit the big mc’s website

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