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Starvation


jonbaer
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  • 2 years later...

In my 0abc mod I've implemented various resource trickles; units consume food, champions also consume silver, houses consume wood relative to their population capacity, structures with default arrows consume food, wood, and silver, etc. And yes, initial food cost is reduced. I think it works fine, but I'm biased, of course.

As a consequence resource amounts can turn negative. When one resource does, a player is prevented from spending any resources until all are positive again. I don't know how that can be changed, but it does represent debts and famine (though not starvation).

In Cossacks, if your food stock is 0, units will start dying at random. If your gold is 0, your strongest units will revolt, turn gaia, and start attacking you. If coal or iron are 0, cannons, ships, buildings, etc. were unable to fire. Cossacks is, however, a different game (it has no population limit, either).

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  • 5 years later...
On 05/01/2017 at 11:28 AM, jonbaer said:

I was trying to search + find what the general thoughts were on adding a starvation factor (especially for affecting turtling strategies) but couldn't put together if it was going to be implemented or not.  

As a mode it would be interesting but not as a core mechanic, like in Fertile Crescent game.

Player vs environment.

Edited by Lion.Kanzen
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