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Thread: Re-working the tech tree for 2.0

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  1. #1
    Member Member Stazi's Avatar
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    Default Re: Re-working the tech tree for 2.0

    Quote Originally Posted by cegorach View Post
    Totally forgot events can define units as well as buildings. This allows even finer tuning of the unit production file. Interesting.
    I'm afraid you misunderstood me. There are 3 eras exclusively for units and 2 events exclusively for buildings. Together they can create 5 time periods for units but still only 3 time periods for buildings.
    Last edited by Stazi; 03-03-2016 at 23:16.
    "Do not fight for glory. Do not fight for love of your lord. Do not fight for hatred, honor or faith. Fight only for victory and you will succeed." - Uji sensei.

  2. #2
    Crusading historian Member cegorach's Avatar
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    Default Re: Re-working the tech tree for 2.0

    Quote Originally Posted by Stazi View Post
    I'm afraid you misunderstood me. There are 3 eras exclusively for units and 2 events exclusively for buildings. Together they can create 5 time periods for units but still only 3 time periods for buildings.
    Yes, I did. I've checked the unit_prod file for all entries. Still unit requirements will help with that. There will be a short transition period for certain units and much longer one for others.

    The flaw of this design is that buiilding requirements for units will have to be different in some periods, but that it is a matter of time and work - hours, but no longer than hours.

  3. #3
    Crusading historian Member cegorach's Avatar
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    Default Re: Re-working the tech tree for 2.0

    Another thing I am working on.

    Do you remember the Swiss structures? I want to have more of such techs.

    I thought about them as a way to introduce games within the game where building something will = a minor victory.

    All structures will take time and money, but finishing one will be considered a success.

    Imagine georgian or hungarian unification structures - saying that if you control this and that provinces and finished building X you have won a minor victory regardless how strong you are on the map.

    I thought that some factions could be cool to play even if they struggle to survive and never become a major player, but as long as they exist and do something they are still winners in the game.

    Plus there is no other way to deal with minute territorial gains, minute in the game but huge for the faction it concerns.

    We will test the concept in 1.6. with Switzerland and Georgia, perhaps something else - maybe 'take all german provinces on the map and finish building X' for, say Bavaria?

  4. #4

    Default Re: Re-working the tech tree for 2.0

    I think this is a very, very good idea.

    "conquer all province on the map" to achieve victory is sometimes boring, and a somewhat 'historical victory target' would be very fun!

    P.S. 'take all german provinces on the map and finish building X' can be use for all German minor states.

  5. #5
    Crusading historian Member cegorach's Avatar
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    Default Re: Re-working the tech tree for 2.0

    Quote Originally Posted by zweihander View Post
    P.S. 'take all german provinces on the map and finish building X' can be use for all German minor states.
    I thought so, plus it gives another, interesting objective which is taking a province where such a structure (one of lower levels) is already build.

    The idea is to have them expensive and taking a long time to build so the AI should be unlikely to build anything, but in case it does human player might find it attractive to try to conquer such a place.

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