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Humankind: questions, requests, and ideas:

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4 years ago
Dec 23, 2020, 3:33:56 AM

1. Will units, buildings, and anything else have a gold maintenance cost?

2. Will it be possible to like spend extra gold on like a percentage bonuses that last a few turns or instant bonus in the city (bonuses for like manufacturing, food, and so on) and maybe each time it cost more gold to do it.

3. Will it be possible to turn the A.I. players or human players into vassal states; if they become like really weak or for protection?

4. Will the A.I.s use aircraft carriers if they are in the game?

5. Will it be possible to sell units to other A.I.s and players or give units to city states?

6. Is possible to have an option for gaming changing events: like maybe half of a player cities turn into city states, or they have to re research a few technologies or all their cities food production is cut in half for like 30 turns and so on? The idea is partially to maybe slow down someone who is snowballing or just anyone with a random event and maybe add a chance to do something before the event happens to stop it (so like a warning a few turns in advance to act).

7. Can we ask the A.I. players for loans, like 100 gold but in return for the next 30 turns pay back 4 gold each turn?

8. Can we have a sliding bar with like 10 points on it for things like food, manufacturing, stability, and so on? With each bar say the one for stability if set at the half way point all buildings for that player that produce stability will make 5 plus stability but the gold maintenance cost for each of these buildings will be 10 plus too. Another example, if the bar for say research is set all the at the max, all buildings that give research will give 10 plus research but all the same buildings gold maintenance cost will be 20 plus.

9. Will the game have airlifts (instantly moving units from one city to another) if like both cities have an airport and researched some technology like rapid deployment or whatever. If yes, will having air superiority over a city stop it from having units airlifted in and out?

10. Will we have some type of city project that can be done to temporarily boost the strength of all units within its region for like 10 turns?

11. Will we be able to like trade some of our cities: food, manufacturing, research, and so on output to another player city for like gold or something else, so long as a trade unit can physically reach the destination city and is not pillaged? Also, will we be able to send some food and manufacturing from one our cities to another one of our cities using basically the same rules but just maybe pay some gold to do it?

12. Will we have governors for cities that are similar to how Endless Legend governors worked?

13. Can we maybe have some type of inflation, like if a few players have 5 times as much gold as everyone else or if everyone gold gets really high, the gold maintenance cost of ALL buildings will go up and higher if the difference gets even bigger then it will add more gold maintenance cost to all buildings. If the difference gets smaller then gold maintenance cost will go back down.

14. Will be able to ask the A.I. to stop trading with someone and will they ask as well? Can we ask the A.I.s to make peace with someone or join an ongoing war, start a joint war? Can we ask the A.I.s to go to war with someone and vice versa?

15. Can we maybe have a political party like system, for the late game? So, basically parties focus on things like food bonuses, or culture, and so on but all parties will help the cities they are in make more gold (not sure what yet should determine when and where a party is formed and how many a player should be allowed to have formed in there cities).

Parties, try to get the population of the city to follow them and they very slowly convert nearby cities if they have more pressure (if you can a get city to 100% one party that city will get max benefits and also a large stability boost if the party belongs to you). However, if just one population of the city is a member of a different political party in the city you can choose to have the city receive the bonuses from that political party too at the expense of some stability since it is not the dominant party in the city (you can do this with multiple parties) doing this also stops the passive spread of the dominant party in the city; also, the more population the better the bonuses.

Also, should your stability get really low in a city with multiple parties that are active in the city (you choose to get bonuses from them) you will take a heavy hit to all of the stats (if this happens while another player party is dominant your city may become a city state).

The main the way the parties spreads is by completed goals, so one party may ask that you sell food to another player, start a war, build X number of units, gain access to a luxury resource, find a natural wonder (if you have not found them all yet) and so on. Each a time goal is completed, that will convert more of the population in nearby cities to the party that gave you the goal. Only parties that formed in your lands will give you goals and it may be a few turns or longer before the party gives you a new goal and so on.

Getting your party dominant in another player city greatly reduces that city stability and your party being at 100% in that city puts the city in severe danger of becoming a city state or just joining your side.

So, as you can see you having a lot of political parties active can get you some bonuses at the cost of stability (and if you are not careful can cost you a city) or you can try to squash the smaller parties and go big and maybe start a revolt or two in your neighbors cities.

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4 years ago
Dec 23, 2020, 3:38:13 AM

Can someone move this over to "Game Design" as I think I should had posted this there instead.

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