av93 Posted November 24, 2016 Report Share Posted November 24, 2016 Houses generating a resource trickle could be an unique bonus to a particular civ (like aoe3 Japanese houses), but I prefer that over a general trait for all civs. I very agree Justus position on units costing more than 2 resources. Quote Link to comment Share on other sites More sharing options...
WhiteTreePaladin Posted November 25, 2016 Report Share Posted November 25, 2016 The non-linear campaign mode in BFME1 and BFME2 was awesome. It even supported multiplayer in BFME2. Really hope we get something like that someday. The resources in the campaign mode (and regular skirmish games) came from farms, which served the dual role of population and resource generation. Not sure how that portion would work in 0AD. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 25, 2016 Report Share Posted November 25, 2016 3 hours ago, WhiteTreePaladin said: The non-linear campaign mode in BFME1 and BFME2 was awesome. It even supported multiplayer in BFME2. Really hope we get something like that someday. The resources in the campaign mode (and regular skirmish games) came from farms, which served the dual role of population and resource generation. Not sure how that portion would work in 0AD. Can have trade cart between cities on the campaign map to generate resource. Also, different province can have mines and other resource generators, meaning different provinces are good to capture for different reasons. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 25, 2016 Report Share Posted November 25, 2016 17 hours ago, feneur said: Agree with what? As far as I can see this thread is full of a lot of different ideas being thrown out, so there is not just one thing which can be agreed with or not. With have taxes in the game Quote Link to comment Share on other sites More sharing options...
Eraser Posted November 25, 2016 Report Share Posted November 25, 2016 In my mod I designed persians to be the tax-type civ. Their storehouses give a slow trickle of all resources. I designed that mechanic because the definition text described how they were historically used for taxes. <History>The Persian kings kept the huge annual tribute received by their subject nations in specific buildings in Persepolis and Susa. In the provinces, the satraps were responsible for the establishment of similar foundations, where local taxes and public funds were kept.</History> <Tooltip>Special: Store for taxes. Gain a slow trickle of all resources.</Tooltip> See more in here: Quote Link to comment Share on other sites More sharing options...
Eraser Posted November 25, 2016 Report Share Posted November 25, 2016 4 hours ago, wowgetoffyourcellphone said: Can have trade cart between cities on the campaign map to generate resource. Also, different province can have mines and other resource generators, meaning different provinces are good to capture for different reasons. Also designed cart in my mod to be a trade-based civ, they go around the concept of the market. The majority of the carthage army were composed by mercenaries. Carthage doesn't have barracks. Mercenary citizens and elephant champions spawn in markets. Mercenary citizens cost only metal. CC can't recruit citizens. Markets in age 1. Can recruit slaves with limited lifespan but mining and build bonus. If you like this mechanic, I suggest you check it out: Quote Link to comment Share on other sites More sharing options...
LordGood Posted November 25, 2016 Author Report Share Posted November 25, 2016 I feel like this thread is getting more complicated than it needs to be. My simplest point would be a metal trickle from each house. An innate trickle that maybe can be increased with technology, and that's about it. 1 Quote Link to comment Share on other sites More sharing options...
feneur Posted November 25, 2016 Report Share Posted November 25, 2016 12 hours ago, Lion.Kanzen said: With have taxes in the game That still a pretty big and vague thing to say though, I mean it could mean anything from a special ability/tech for a civ, to something applied to one or more buildings, to something depending on territory, to something else I guess. I personally don't have much of an opinion for or against either of them, though I'd say I*d prefer something linked to e.g. houses or some specific building over something more general/tied to territory. That way you would have to spend something for each increase in income, and for that matter can be more strategic about e.g. where you build your houses. If it's just territory it feels as if players would be encouraged to spend a lot of time putting their buildings just the right distance from each other so they'd get the maximum territory. And that doesn't sound interesting at all, having a reason to careful with the houses, and value them more, could certainly be interesting though 4 Quote Link to comment Share on other sites More sharing options...
Libervurto Posted December 29, 2016 Report Share Posted December 29, 2016 I think there has to be some kind of physical actor involved in tax collection. Either a building (temple?) that collects taxes from houses within its aura, or a special unit (tax collector) who visits the houses to collect their taxes. This means you cannot just plonk houses anywhere and claim taxes, you must build infrastructure to collect taxes. Having physical infrastructure also gives your enemies a point to attack; your taxation infrastructure can be dismantled without having to demolish every single house. 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted December 29, 2016 Report Share Posted December 29, 2016 (edited) On 11/25/2016 at 10:04 AM, LordGood said: I feel like this thread is getting more complicated than it needs to be. My simplest point would be a metal trickle from each house. An innate trickle that maybe can be increased with technology, and that's about it. In DE, has tech called "Tax Collectors" at the market building. Gives trickle of Food, Wood, Stone, and Metal resource for each market. Adds up over time. In the house, there is also tech called "Ancestor Worship" that give very small trickle of Glory resource for each house. Edited December 29, 2016 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 29, 2016 Report Share Posted December 29, 2016 (edited) On 25/11/2016 at 4:49 PM, feneur said: That still a pretty big and vague thing to say though, I mean it could mean anything from a special ability/tech for a civ, to something applied to one or more buildings, to something depending on territory, to something else I guess. I personally don't have much of an opinion for or against either of them, though I'd say I*d prefer something linked to e.g. houses or some specific building over something more general/tied to territory. That way you would have to spend something for each increase in income, and for that matter can be more strategic about e.g. where you build your houses. If it's just territory it feels as if players would be encouraged to spend a lot of time putting their buildings just the right distance from each other so they'd get the maximum territory. And that doesn't sound interesting at all, having a reason to careful with the houses, and value them more, could certainly be interesting though Taxes can work like relics and temples in AoK, generating metal per second and adding the houses taxes. Edited December 29, 2016 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
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