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Re: IV. Industry and Infrastructure

Posted: Mon Aug 19, 2013 7:49 pm
by Veneteaou
B means a lot more work for drawing rail, unless you don't mind it terminating in random ways near rivers.

Re: IV. Industry and Infrastructure

Posted: Mon Aug 19, 2013 9:49 pm
by Trilarion
I wouldn't mind. But then I ask myself now if new players will understand this feature. Counting rivers as railroads makes kind of sense (at least to me), but it's not something that's obvious by just looking at them.

Here is another idea, which makes things a bit easier for me.

C - As the original, only a bit less

River tiles can have a special improvement equivalent to a lighthouse (however with a different graphics, let's call it "inland harbour") that immediately connects all surrounding tiles to the capital. The big difference to Imp1 will be that the transport of these and the lighthouses on the cost cannot be blocked (because they don't really go over the sea, but just appear in the capital).

I know this makes the game easier, but it makes also programming more easy and blocking the trade or the transport from overseas is already quite something and that we still have. Also after version 1.0 is finished, we can extend everything we want.

I think I am now quite confident about this.

Re: Industry and Infrastructure

Posted: Sat Dec 10, 2016 10:31 am
by Andrettin
I think it would be nice to include the new resources from Imperialism II (sugar cane, refined sugar, tobacco, cigars, furs and fur hats). Even if they aren't needed by workers, they could be used as a source of income, being demanded by minor nations (or provinces, if provincial demand is added as a feature). These resources can help give character to the different regions, with sugar cane being generated only in tropical locations (tiles sufficiently close to the equator), tobacco in the warmer temperate zones, and furs in the cold far north and south of the map.

When generating a random map, each hemisphere could be divided into four equally-sized horizontal zones: Tundra (where Tundra terrain and Furs can appear), Colder Temperate (maybe a small chance Furs can appear in this zone, Warmer Temperate (where Tobacco can be generated) and Tropical (where Sugar Cane can be generated).

Spices could come back as well, but being sold to minor nations/provinces instead of being transformed directly into money (which is not something I felt made much sense). Two further possible inclusions are Cocoa and Coffee, again serving as sources of income by being sold.

Re: Industry and Infrastructure

Posted: Mon Dec 12, 2016 3:01 pm
by Trilarion
Including resources from Imp2 is definitely possible. For special scenarios like the 1814 scenario base scenario one probably don't want to have them, so the resources must basically be identical. So they are valuable and they bring money, but the name and the icon is basically manually chosable.

So we could have scenario templates defining the rules and the resources (you could even invent new ones) and then a scenario generator that generates a real scenario from a scenario template.

Re: Industry and Infrastructure

Posted: Tue Dec 13, 2016 11:22 am
by Andrettin
Trilarion wrote:Including resources from Imp2 is definitely possible. For special scenarios like the 1814 scenario base scenario one probably don't want to have them, so the resources must basically be identical. So they are valuable and they bring money, but the name and the icon is basically manually chosable.
Tobacco and Sugar Cane would be likely be out of place in that scenario, yes. I think Furs could fit well with it, though, being added to parts of Sweden (depending on how far north it extends) and Russia.
So we could have scenario templates defining the rules and the resources (you could even invent new ones) and then a scenario generator that generates a real scenario from a scenario template.
That sounds good to me :)

Re: Industry and Infrastructure

Posted: Tue Dec 13, 2016 11:56 am
by Trilarion
I totally agree. Fur in Sweden, Finnland, Russia would add a nice touch. The question is how they should fit into the general economy/trade system? You just produce fur and then? You sell it (call it a luxury and create demand in provinces for luxuries)?

In other games you typically need to have access to a variety of luxuries. One possibility would be to have something like a happiness bonus of the population that depends on the amount and variety of available luxuries (as well as basic food) and if they are happy, they work more efficient. This would be somewhere between Imp1 and 2 and other games.