Age of Wonders 4

Age of Wonders 4

评价数不足
Empire - City Expansion Mechanic
   
奖励
收藏
已收藏
取消收藏
文件大小
发表于
376.192 KB
11 月 14 日 上午 3:00
1 项改动说明 ( 查看 )

订阅以下载
Empire - City Expansion Mechanic

描述
Goal:
This mod aims to create a viable choice between playing ‘tall’ and ‘wide’ empires.
It does this by reducing the cost to increasing city cap and instead imposing a stacking stability penalty to empires with a large number of cities.
Conversely, increasing city cap without building additional cities will provide a stacking stability buff to all cities.

Note:
I have not yet determined the impacts of these changes on AI factions
*Please note this mod is subject to balancing changes based on feedback and playtesting

Method:
For each city in your empire, all cities lose -10 stability (this stacks).
For each level of Expanded Governance unlocked in the Empire Tree, your empire gains +1 City cap and all cities gain +5 stability.

To balance this, all cities start with +20 stability instead of +10.
This results in net +10 city stability for your first city i.e. 20 - 10 = 10 (the same as base game).

In addition, the cost of Expanded Governance now only increases by 100 Imperium per unlock.
For comparison to the base game:
Unlock +1 City = 200 Imperium (vs 200 Imperium base game)
Unlock +2 City = 300 Imperium (vs 500 Imperium base game)
Unlock +3 City = 400 Imperium (vs 800 Imperium base game)
Unlock +4 City = 500 Imperium (vs 1100 Imperium base game)

You can found a lot more cities, but that will come at the cost of the stability of all your cities.
After the first 3 cities, each additional city will reduce empire stability by an additional net -5.
(-10 from the new city +5 for Expanded Governance = -5 Stability net)

Compatibility:
Only the base game is required.
This mod is compatible with all base game Languages.

This mod overwrites the ‘Town Hall Tier 1 - Base City Level’ entry in the CityUpgrades_Definitions.rpk and will not be compatible with any other mod that edits the same data.
Realistically this will only be mods that also edit the Town Hall Tier 1 city upgrade.

This mod overwrites the ‘General 4 - Expanded Governance - City Cap +1’ entry in the Core_Empire_Development.rpk and will not be compatible with any other mod that edits the same data.
There are a few mods that touch City Cap Cost, these will not be compatible.
12 条留言
Funi Time  [作者] 16 小时以前 
@Veltas

Thanks for the feedback.
I couldn't remember if the game locks you out of the Expanded Governance unlock on Megacities or Chosen Destroyers.
At least you've tested one for me.

Did it seem too cheap to get the stacking buffs?
I'm still trying to determine if the Imperium cost is too low
Veltas 11 月 16 日 上午 7:51 
the one game i played this weekend was actually in a megacities (only 1 city) realm, so this might not be the most useful feedback. Basically with the stability buffs, my city was easily super stable. Pretty cool though. This didn't really give me an opportunity to see how the penalties for having too many cities would be. I'll have to see next time i play a standard realm
Funi Time  [作者] 11 月 15 日 上午 2:04 
Cheers
Always worth looking into how to make the implementation better
SidewalkOfPain 11 月 15 日 上午 12:31 
No worries, I was just taking a shot in the dark.

Thanks for the reply and happy modding.
Funi Time  [作者] 11 月 14 日 下午 6:35 
@SidewalkOfPain
It's a good idea but i can't think of how I could get it to work with the tools available.
To my knowledge there's no way to flag the current number of cities built as a trigger to apply a property. Maybe with scripts but that's outside my experience.

I can apply a property to a building specifically i.e. Town hall
I can apply a property to a building that applies a property to the whole side (whole empire)
I can apply a property to the Empire Skill Tree that applies a property to all cities or the whole side
I'm also limited to the properties types available in the mod tools

I don't believe there's a way to add a property after X cities are built. And the other methods will result in a stacking malus that i won't be able to reduce for the first 3 cities. Could potentially do it if I also reduced the starting city limit to 1.
Funi Time  [作者] 11 月 14 日 下午 6:32 
@isaacaderogba1 @SidewalkOfPain
Appreciate the good feedback

I'm playtesting currently and would like to hear others experience for better balancing / application
SidewalkOfPain 11 月 14 日 下午 4:13 
Great idea and elegant method!

Though it seems a little tame in terms of tradeoff. And the malus is going to hurt the AI, since it can't really handle this.

Maybe a flat 25% bonus on all production for each unlocked slot above the base 3 might make more sense, with a -25% malus for each city after the first three?

That way, it will keep the AI at effectively a +-0%, while the player can decide if another city would be a benefit. I know the bonus seems high, but an additional city is extremely powerful, even if it takes a while to actually turn profitable.
isaacaderogba1 11 月 14 日 下午 3:14 
Incredibly thoughtful design. Makes so much sense too
Funi Time  [作者] 11 月 14 日 上午 11:35 
@Veltas @ilya-rysenkov
Feedback would be appreciated

I'm really trying to model the unrest mechanic from Fallen Enchantress but also build in a benefit to building tall.

I'm sure ill need to tweak some numbers to get the balance right
ilya-rysenkov 11 月 14 日 上午 10:56 
Seems interesting, reminds me of Civilization.