For example, let's say the "ideal" city population is 200,000. My suggestion for city efficiency is to base it on three factors: empire happiness, average leader levels for the four scores, and relative population to "ideal" population. However, not all followers make good administrators even if they really try hard and mean well. Every city has one of your followers assign to be the administrator. City corruption is based on at least two factors: distance of the leader from the city and who is the administrator. My suggestion for outpost corruption is to base it on the distance of the outpost from a city. Any and all feedback would be greatly appreciated as always, Last but not least, at the top of this post you can see the first of several participants of the new beauty contest that will be added in Chapter 2.4. If so, please say something in the comments here or via DM or on discord. I would be really glad if some of you could think this new system through and let me know if you see any obvious problems with it. Much better difficulty settings – From the get go you would have three options, that are more prominent than what exists now and that would influence much more than they do currently:.This could also be reduced through various means (Not sure about this yet) The larger your empire grows, the less you produce of everything, lost due to corruption, local incompetence, etc.(Not sure about this yet) Resources are also limited by storage capabilities.Population is capped by available housing – cities, city upgrades and outposts would provide additional housing.Building new outposts slowly but exponentially costs more with every outpost built.where you can mostly construct the buildings of the appropriate type (or in case of production it would expand the buildable territory and give a small bonus) Outposts can be upgraded to cities of different kinds – military, production, trading, etc.With all these thoughts taken into account, I’ve consolidated a lot of the feedback and suggestions I’ve gotten over the last few months and have been considering the following changes: The outpost system improved this a bit, as it limited the power that players could possibly achieve – with the negative side effects mentioned above. And this leads to balancing problems as one half found everything too easy, while the other could not enjoy the game as they didn′t want to bother about the strategy parts. The original problem I tried to solve with the outposts is that there are very different kinds of players enjoying XXXivilization – some are strategy game enthusiasts, others are just here for the lewd content. Once you have built the maximum outpost number and finished the storyline there’s nothing left to do.The population amount you can have is arbitrarily limited and leaves an unsatisfying feeling as you often have a negative food balance.They do not reward conquering territory that is outside of your outpost range.So, the main problems that I see with the current outpost system are that: After all, I′ve got some pretty clever people in my player base. And since the changes I’m currently considering are pretty massive, I thought I’d share them with you in the hopes that you can give me some feedback on it. But today, I sat down and for quite some time and thought about the current outpost & population system and the problems it possesses. I initially had an entirely different update post planned.
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