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2 years ago
May 7, 2023, 1:52:08 PM

I would like to suggest some city management rework which could lead to more interesting city development gameplay.

Firstly, I will describe some issues after that I will provide some solutions for them. To begin with, I too much love the city management of first era, when you take your population into different bars and therefore you choose between researching tech faster for several turns, building districts faster for several turns or gaining lot of money/food. But in next era moving your population doesn’t give such significant effect.
Next thing is that doesn’t really give choice between playing “tall” or “wide”, and the most efficient FIMS is industry as other doesn’t give such huge impact. And while modders try to fix numbers, I believe the reason is in lack of game mechanics for those issues. So now I will provide some ideas that might fix all this problems and give another depth for the game.

1. Uniting every 5 population shall give a rank 1 specialist for this type of FIMS. And uniting 5 rank 1 specialists shall give rank 2 specialist and etc. Specialist shall provide much more FIMS than usual pop


2. Sacrifice cost for pops shall be significantly lower


3. Infrastructure for pops shall give significant bonuses for specialists, and bonuses for usual pops shall be increased. I suggest that every next level of such infrastructure shall give bonuses for new rank of specialists.


4. And here very hard to implement but important one idea. Districts and usual population providing one type of the FIMS shall consume another type. (I suggest that F consume I, I consume M, M consume S, and S consume F).

But the trick is that specialist will reduce the consumption of its type of districts and higher its stability.  


To sum all up, how it could work? Firstly, you can focus your cities on some of the FIMS type during all eras, not only first one. Secondly, you can’t build only production districts as it will require money (to pay workers) and etc. So player will develop all district types in his city. Thirdly, players will be encouraged to develop huge cities and assimilate small one. Why? Because they will have lots of specialists to maximaze the FIMS outcome and minimaze FIMS consumption. Lastly, you have to build districts otherwise you cant build more specialists. So, globaly, you can choose between cities that produce all types of FIMS and cities that specialise on one type of FIMS production.  

I understand that there is no way to implement all of that in the game now, but maybe some of those ideas will help you to take city management to new level. Here some of my threads, so you can understand how it looks like now: 

https://community.amplitude-studios.com/amplitude-studios/humankind/forums/168-general/threads/51402-some-infrastructure-needs-rework?page=1#post-366559


https://community.amplitude-studios.com/amplitude-studios/humankind/forums/168-general/threads/51277-best-building-city-research-thread?page=1#post-366568

Updated 4 days ago.
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2 years ago
May 7, 2023, 6:05:58 PM
A1y0sh4 wrote:
EsoulBoy wrote:
2. Sacrifice cost for pops shall be significantly lower

What if it would also instantly lower by a little the Stability in the city (something like -1 per pop removed) in order to prevent creating crazy exploits with the pop buyout? In this case I would also suggest to make the Physical Punishment civic to remove the said Stability penalty. 

Yeah, agree with your suggestion. Btw, many civics could be changed due to provide easier specialists growth or district consumption in such model 

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