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DESIGN: End Game Options/General Strategy

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  • #91
    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.
    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.

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    • #92
      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.

      -Martin
      Civ2 military advisor: "No complaints, Sir!"

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      • #93
        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.

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        • #94
          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

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          • #95
            two thoughts about balancing researchers vs warmongers:

            can productíon 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?

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            • #96
              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?
              I guess all those should only be possible in a mod, although I doubt that anymore mods are going to be made for this game, with sourcecode enhancements or not...
              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.

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              • #97
                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.
                Formerly known as "E" on Apolyton

                See me at Civfanatics.com

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                • #98
                  Originally posted by E
                  But I think I was looking into have an adjustable value for pop cost (1 and higher) for units too.
                  at least the leviathan should cost more than 1 pop point, actually it always looked to me rather as a (semi)mobile armed arcology that a "normal" unit... how about implementing the means for a nomadic civ mod? could be a logical circle after a fewthousand years of that city and nation experiment which made almost the whole world a nuclear spoiled mess to return to that way of living though with a bit more sophisticated technology

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