

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.


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).
