Indo-pasif archipelago wrote:On a serious note (question?), so the non-free population could be used, but we must pay for their food, and free pop could be used without having to pay food right?
How do we assign the professions? At the start of the game? At the start of the turn?
I wonder how the leadership traits and favors would affect gameplay,
By the way, we all could use that thread right?
Not exactly- non-free population basically represents your scavengers/subsistence farmers/serfs. People without real skills, but whose agricultural output is necessary to support a nation. You can't use them for anything other than your military, but they are an excellent reserve of bodies if you really need them.
Professions would be more like roles- assigned each turn, limited only by the amount of free pop you had. Kinda like, say, assigning workers in Age of Empires or the like.
Leadership traits will be useful, I'm debating how impactful they would be.
The Burning Sun wrote:Single digits are for the weak! Real men play all their games with a calculator and a spreadsheet!
Overall, it seems like the typical Civ-esque kind of thing. However, the last time you tried this someone dominated the continent before people could really get anywhere in terms of tech. In my opinion, I've always thought it was unrealistic that an entire civilization had to focus on researching one thing at a time - I mean, there are plenty of guys who could be working on something else. Have you considered allowing multiple concurrent research projects? For example, every faction gets a factionwide "Research Rate" that generates research points for all techs in a certain tier. Factions could also get a certain number of bonus RP's a turn they could allocate at will, which would allow people to specialize in a certain field and still get all the other techs. Research buildings could boost either the general or specialized research rate, or even do both. This would also have the benefit of reducing the power of tech-sharing alliances without going the route of making it massively expensive to share techs, which, as you've seen, tends to be highly unpopular.
Yeah, I've thought about that- the trouble is that that really requires a very wide tech tree, with very marginal increases, which must be very carefully balanced to ensure that those who choose one research focus or another aren't utterly hosed. A more flexible and limited tech-tree is easier to work with from that standpoint. Though, perhaps after each few decades or so "base level" techs (those known to many other civilizations) could be distributed to all civilizations.