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Endless space 2 remove population
Endless space 2 remove population







endless space 2 remove population

None of my event based features are fully deterministic. (I consider deterministic features boring, too predictable, unimmersive, exploitable. I hate to implement fully deterministic event based features - in this case the event is "Growth". Could be a cool way to track demographic growth and development visually in a way that's familiar for Col players while also not being gamey/exploitable. This is used very successfully in strategy games like Endless Space 2 where citizens of different kinds can be born over time, and because of their strategic importance it feels best for players to see and understand this as it develops without being too random. When a unit is "born", this is taken from the highest one in the queue (with its counter then reset to 0 enabling growth of other demographics next in line to continue on). Once per turn, counters for each of the few "birthable" UnitClasses increment/decrement based on considerations you mentioned (presence of other unit types/classes, Civic/SP choices, etc) representing progression of demographic growth.

endless space 2 remove population endless space 2 remove population

Sadly I've been unable to recover but find that gameplay mechanics showing progression of strategic factors I can influence and monitor feels much better gameplay-wise for me than encountering a binary event that's partly/largely random.Īs one idea for interesting demographic growth of units while circumventing RNG-based frustrations, perhaps a nice mechanic that would fit well with Civ4Col would be a short queue of units that are about to develop (similar to a mini version of units "on the dock" in Europe).

  • As a Civ player I also suffer from a congenital disease that flares up whenever encountering an RNG-based situation having high gameplay impact on a single turn, causing me to save/reload until getting the outcome I like.
  • If "birth" depends only on an RNG chance weighted by other units present at the instant a unit is "born", it could become a gamey exploitation for certain evil players (such as me) who could plot to move/change units at the instant they saw a "birth" was going to occur based on the Food meter and thus control the outcome.
  • Sounds very interesting, especially if Civic/Tech/Social Progress choices could influence rates of certain units being born, and influence productivity/education/LbD opportunities of various social classes of units.Īs one gameplay consideration, I'd have some concerns about letting unit creation rely on an RNG mechanic (even one weighted by other units) for several reasons:









    Endless space 2 remove population