For ZTW we are going to try to implement a slightly more advanced tech tree. The plan is for the European factions (and the Zulus if this works) to have four different types of town; military, religious (spreading christianity), economic (resources) and trading (markets etc.) We are hoping this will add more depth because it will allow the player to think what town he is building. Of course it is more productive to have a military town near the enemy, a religious one where people are unhappy, an economic one where there are lots of resources and a trading one for income.
How will it work? Well because there are tech tree lines eg. roads, mines, weapons etc. four of these lines will be deignated to each different type of town with a core building being the starting point of each tech tree line, a church for religious, a war office for military, a market for trading and a mine for economic. Here lies the problem, we only want the town to be one type. So if they build a church the other tech tree lines cut off and they cannot build buildings of the other three.
The question. Is it possible in any way, maybe with scripting to make it that once a player has picked one of these four core buildings the others become unavailable to build? Therefore cutting off the tech tree line for that type. Any suggestions, ideas and solutions are welcome.
Cheers,
Sundjata Keita
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