My idea is that you will be able to add civilian houses or peasant houses to your land pieces/areas, since those sort of represent towns or cities. You would be able to choose preset houses(because you cant build a peasant house with a giant rifle) and then you could place them on the land. The houses would give you a little income boost(like 10,20,50 etc.) because the civilians or peasants would "work" for your empire giving you extra income. You would have to protect them during rival empires attacking, because they could destroy the houses, and ruin your income. Maybe other empires will have at least 1 house In them, and it would be optional to destroy a house when attacking a rival empire. You could either destroy the houses, and destroy the enemy ships and win, Or you could destroy the enemy ships, and capture(board) the house then capture it and you would keep it.Of course when boarding an enemy civilian house, you would be able to capture it right away, since civilians wouldn't be that good at fighting off attackers. just my idea.
this looks very broken. the only reason why you cna't have a gaint armada and every city well defended is because you have a limited gold supply. with this system you could make a whole lot in your starting town and then defend it heavly. and you probably will make mor egold then you first have.
eventually when you have captured a few cities you can sell teh defences n the 'core' cities (cities that are surrouded by other cities). and increase the gold income even more. so it actully is a snowball effect.
I agree, a town pop which gradually grows larger sounds to me more sound.
Of course there could be small one module houses dotted around for aesthetics.
I agree that there should be houses dotted around the map but that should be just for looks. I actually think the currency system in the game is well balance.
Air Lord, Engineering Corps
Bigman1103's right, the current currency system has nothing wrong with it.
the only thing I find that could be maybe changed is the cost for different levels of secret police, they seem to expensive. Though I have no idea of how that would change the balance of the game
Severe levels of police aren't supposed to be used constantly i found.
Usually i keep it lax unless i'm doing a major play or am building something important/expensive.
I also really want more city and resource management. I think it would be very easy to limit bunkering down in a single city. Just make population grow inverse to city size, so bigger and bigger cities grow slower then next to nothing. You could also add buildings/modules that add global positives, such as a Gear Factory or Coal Mine, similar to the current city benefits but that also lower population growth. Also, make population decrease from an attack. Make a small percent of missed shots hit the city.
I'd like to see boarder cities slowly decrease in size from war, while back line cities slowly grow and specialize.
Here's my version :
Cities will be a map, where you are free to build stuff. Buildings could have stability echues if they are too high, adding defences to the city will reduce the income, and adding houses and stuff will increase the outcome.
Remember that some cities allow to use special technologies? like miniguns.
I'd LOVE the idea of factories! Placing a minigun factory will allow the use of miniguns, and also, factories can be -like any other buildings- bombed. Wouldn't it be a grest idea?
facts : A city full of houses that make cash is more vulnerable to attacks because it will lack defences right? otherwise it's not a "farming" city since defences will cost cash. And factories will take a lot of room, thus reducing the maximum possible income. A city with 2 factories would almost not have room for defences or houses, and a city with only one factory and defences will cost cash.
basically you have the farming city, no defences and pure cash
you can have fortresses, with a bit of houses and some defences
you can have defended factories, they will cost a bit of cash and unlock a special weapon accorded to the factory
or you can have either pure factories, no income
or also pure defences, hard to take but costs cash.
Bad fact? This will need a lot of work for game balance, maybe allow 2 factories max. per city.
we don't really need to have complex things such as population growth, food supplies and else...
just base the cities of the maximum building area, on which we are free to decide what we can build on. maybe spending cash will allow bigger building area?
I really like this idea, but I favor of more civ builder than pure fighter. However the original poster numbers seem way to high. Here my take on the ideas and my own idea too.
Neighborhood (made of wood walls): a defense building, not player designable (with no defenses), 2-3 blocks high 20 block wide. "cheap" cost to build provide one unit of currency.
Apartment Tower (made of stone and wood walls): a defense building, not player designable, 4-6 blocks wide 20 block high. "moderate" cost to build provide one unit of currency.
Tall Apartment Tower: a defense building, not player designable, 6-8 blocks wide 30 blocks high. "expensive" cost to build provide two units of currency.
Factory: large building that allow special modules 20 high 50 wide
Small shipyard: 50 wide field bare field, invurnable to damage.
Medium Shipyard: 10 high (up grade form small) will take damage
Large Shipyard: 15 high
Huge Shipyard 20 high.
There should be a command on ships to ignore civilian structure or attack civilian structure if no military targets available. Either way they should take damage if hit by misses on other targets.
So there's actually a mod now that basically implements civilian buildings. They may also make an appearance in the core game with dev 10. :)
Doesn't look like a good idea, that's basically putting civilians on the first line, not only unrealistic, but unfair.
How is that unrealistic? History is literally chock full of of examples where civs were right on the front line - sieges, invasions, carpet bombings, etc... Unfair, yes. Unrealistic, no.