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DerSchwarzfalke
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Seems a lot like the minor wonders of Civ III to me, just increased in scale.
Either way, I think it would be too difficult to control balance in such a case.
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CustodianV131
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I don't see why this would be better then the current system. Different sure, not better.
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Atahualpa
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Hawthrone
Mar 1999 time: 06:21
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I think it's a good idea in that it will allow later constructed cities to come up with the basic infrastructure faster. But I would put a limit on it...
So have e.g. 3 buildings (for a modern setting):
Book store
Library
National Library
Where the third is the minor wonder that can only be built in one of your cities.
Then I would change your idea of levels into that these buildings become more powerful over time, so that the bigger the level of the building the faster it becomes more powerful.
Things such as wars and other events could then influence this.. if you e.g. capture the National Library of another civ in War, you can choose to plunder it and some of its powers will flow into your libraries (or your national one only). This amount depends on wether their building is more powerful than yours, the civ is different from you (in terms of religion, climate, governmental,...) and wether your current government is isolationist/closed or expansionist/open. Your neighbor civ with the same government and the same religion is hardly going to have anything that you don't know already.
Then to add more complexity (and for a even more radical idea) you could make buildings dependent on other buildings...
Example the levels for the university:
School
University / College
Elite University
So their power consists of e.g. 33% of the power of the library, 15% of the power of the bank and the rest (52%) on itself. So if you build a school in a city with a powerful library it will initially be much stronger than if it has only recently built a poor book store.
Ofc I view several downsides.. first you can seriously cripple a civ with the current easy bombard system by killing their infrastructure (you'd have to change this to do a dampening factor to the universities output) and second things are getting very complex and if it's not fun at the same time it's useless.
Now we can further think and complexify the idea by introducing variable building maintenance which further is a factor for the strength of the output of a building.
Let's say it's: power = (%*power_of_dependant + %*power_of_self) * health * maintenance
The power output is then multiplied by some factor to determine the effect.
If the power output is 0, then the building gets into a rotten state and if not increased again for several turns it's gone. If it's in rotten state you have to spend a certain amount of money to revive it, maybe depending on how many turns it's rotting already.
Growth of power could be exponential and/or influenced again by the powers of the dependent buildings.. or maybe strike out the term in the power output function and only let the growth be dependant so you have..
power = power_of_self * health * maintenance
power_of_self[n] = power_of_self[n-1] * growth_factor * power_of_dependent
all values are between 0 and 1 capped, maintenance probably default to 0.5
And you could change this by varying your government priorities...
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mhkhosravi
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Tehran
Jun 2005 time: 05:21
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quote: Originally posted by Atahualpa
I think it's a good idea in that it will allow later constructed cities to come up with the basic infrastructure faster. But I would put a limit on it...
So have e.g. 3 buildings (for a modern setting):
Book store
Library
National Library
Where the third is the minor wonder that can only be built in one of your cities.
Then I would change your idea of levels into that these buildings become more powerful over time, so that the bigger the level of the building the faster it becomes more powerful.
Things such as wars and other events could then influence this.. if you e.g. capture the National Library of another civ in War, you can choose to plunder it and some of its powers will flow into your libraries (or your national one only). This amount depends on wether their building is more powerful than yours, the civ is different from you (in terms of religion, climate, governmental,...) and wether your current government is isolationist/closed or expansionist/open. Your neighbor civ with the same government and the same religion is hardly going to have anything that you don't know already.
Then to add more complexity (and for a even more radical idea) you could make buildings dependent on other buildings...
Example the levels for the university:
School
University / College
Elite University
So their power consists of e.g. 33% of the power of the library, 15% of the power of the bank and the rest (52%) on itself. So if you build a school in a city with a powerful library it will initially be much stronger than if it has only recently built a poor book store.
Ofc I view several downsides.. first you can seriously cripple a civ with the current easy bombard system by killing their infrastructure (you'd have to change this to do a dampening factor to the universities output) and second things are getting very complex and if it's not fun at the same time it's useless.
Now we can further think and complexify the idea by introducing variable building maintenance which further is a factor for the strength of the output of a building.
Let's say it's: power = (%*power_of_dependant + %*power_of_self) * health * maintenance
The power output is then multiplied by some factor to determine the effect.
If the power output is 0, then the building gets into a rotten state and if not increased again for several turns it's gone. If it's in rotten state you have to spend a certain amount of money to revive it, maybe depending on how many turns it's rotting already.
Growth of power could be exponential and/or influenced again by the powers of the dependent buildings.. or maybe strike out the term in the power output function and only let the growth be dependant so you have..
power = power_of_self * health * maintenance
power_of_self[n] = power_of_self[n-1] * growth_factor * power_of_dependent
all values are between 0 and 1 capped, maintenance probably default to 0.5
And you could change this by varying your government priorities... |
I agree with you, and it is better to have same things about other improvemnets such as market place and ...
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sophist
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In civ3, culture from an improvement doubled after 1000 years. Civ4 (or 5) can do the same thing with improvements. After some number of years or turns, an improvement becomes some degree better at what it does. So maybe a marketplace increases trade by 50% initially and 60% after 100 years. Ditto for a University and science. Of course, this means that Universities and Libraries may need rethinking, as a University in civ3 is basically a Library+. And a Research Lab is just a University+ (or a Library++ haha). That would be a good thing, though; I don't like having things that are just upgrades and don't bring something new to the table.
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