Tuesday, February 23, 2016
Acceleration
Pollution/revolution mechanic could allow for a sort of trade-off, i.e. the player
can develop really fast but in this case deferred effects on enivronment
and society arise. So the player would plan when to "accelerate" and
how to deal with consequences... It may feel like a driving simulator.
Friday, February 19, 2016
Specialists
I think most of the population should be specialists of some kind, at
least after urbanization. Currently most ppl are farmers/miners and its
strange and boring.
Among specialist effects there may be % change to yields, e.g. each enigneer provides +10% to production. This would lead to city specialization what civ5 lacks.
Among specialist effects there may be % change to yields, e.g. each enigneer provides +10% to production. This would lead to city specialization what civ5 lacks.
Wednesday, February 17, 2016
Sieges
cities should not heal if starving
maybe lose some hp per turn
land units should block nearby terrain from working just like sea units
maybe lose some hp per turn
land units should block nearby terrain from working just like sea units
No starvation in Civ Rev
Bought Civ Rev for my phone today.
Very interesting, theres no starvation.
Really, why to have it if cities only grow, 99.99% of the time.
As for me i always thought it would be cool to lay a siege to actually starve a city to the point it can be taken by assault (its defense ability should drop accordingly).
Very interesting, theres no starvation.
Really, why to have it if cities only grow, 99.99% of the time.
As for me i always thought it would be cool to lay a siege to actually starve a city to the point it can be taken by assault (its defense ability should drop accordingly).
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