More techs with smaller costs means less time to build units until the next better unit comes along.... and more techs with same costs means a long game.... but less techs with same cost means a good balance. I mean thats just me, i can live without the Future eras, but its a part of CtP so of course its optional.
Announcement
Collapse
No announcement yet.
DESIGN: End Game Options/General Strategy
Collapse
X
-
Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
-
For end games, a very nice idea whould be to offer some options that can only be selected at the beginning of a game, so have a Mars endgame a Gaja endgame or an alien live end game, depending which endgame you chose the tech tree ends sooner or later.
Then we could satisfy the Civ3 simplist.
-MartinCiv2 military advisor: "No complaints, Sir!"
Comment
-
Hey you calling me a simplist? God no, the last thing i want is civ3 tech tree, i say "tree", i mean "a kiddies bicycle with stabilizers peddling down a completely straight footpath for about 2 metres."
Well thats the important thing all round, more options. We all want different things.Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
Comment
-
Matin does have a point
Multiple endings would be great for scenarios too."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
Comment
-
two thoughts about balancing researchers vs warmongers:
can productÃon costs be variable? eg make science building cheaper and offensive! units more expensive for peaceful govts.
and i like the militia units of cradle/aom... can we extend that concept, so you can actually build militias and have militias of several kinds (immobile catapults, cannons, sams..) and make all nonmilitia units (this means units which can be moved out of the city or if we include cityexpansion out of the city and its suburbs) cost 1 pop point to build?
Comment
-
In a way variable costs already exist, in that you generate more science in different governments, or support costs are lower in military govts.
But taking the idea that units are more expensive/cheaper in another govt. you could just switch to science govt. once you built lots of offensive units, so the original idea of support for different govts. probably already covers this.
and i like the militia units of cradle/aom... can we extend that concept, so you can actually build militias and have militias of several kinds (immobile catapults, cannons, sams..) and make all nonmilitia units (this means units which can be moved out of the city or if we include cityexpansion out of the city and its suburbs) cost 1 pop point to build?Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
Comment
-
For unit costs I think the apolyton code has something like Governments Modified where you can change attributes based on a govt. Its for buildings, units, tileimps, etc. I don't think it has been tested but maybe we can look into using it to make governments even more unique. Like monarchies producing more food, republics at commerce, and the units being more expensive in democracy etc.
As for pop cost when building, I think we can already do it, and we now have a cantmove flag. But I think I was looking into have an adjustable value for pop cost (1 and higher) for units too.
Comment
-
Originally posted by E
But I think I was looking into have an adjustable value for pop cost (1 and higher) for units too.
Comment
Comment