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View Full Version : Civic building choices with special (dis)advantages



stylisticsagi
12-18-2017, 03:48 PM
A thing i always regretted in anno games is you had to build certain buildings to let your population advance.
When we played anno 2070 i liked the fact there was more diversity with the factions but i feeled to imprisoned by the faction.
So why not make a hybrid of these systems?
In 2070 you had a casino for tycoons to advance and community center for eco's
Why not have the option to build both but each with their own (dis)advantages.

The population would only need one to advance to the next civ level.
In the example i just gave a casino could provide higher income but a community center could provide a higher hapiness
-income, hapiness, building size, building cost, building maintanence cost, fire/desease/riot opression, building area of effect are all things wich could be implemented into such buildings. Perhaps give even a better bonus when building both

This could also make other buildings more usefull, military forts for example could optionaly replace a bigger church.
It would give players the option to try much more diffrent citie layouts and designs and choices in how they want to run their population.
With this relative simple option you could run a more religion or science based city a more peacefull or military based city a city more for the workers or more for the elite.
And all in-betweens!

banan1996.1996
12-20-2017, 12:13 PM
I'd love to have more public buildings options so that I can choose which buildings I want in my city. Different advantages and disadvantages of every building would really make cities more diverse and fun to build! It was kind of implemented in Anno 1701. I hope it returns, even the possibility to decide between theatre and opera would be great.

I also suggested a similar thing about goods. We could produce two types of drinks but we would need only one of them to advance. One production chain would require a certain rare fertility but the other one would take more island's space.

Generally I love diversity and being able to choose between building something valuable but not necessary and not building it at all would be a huge addition to Anno 1800.

ANN0nymity
12-20-2017, 07:15 PM
About the goods, do you mean something like ANNO 1602? there were some different ways to produce food. like you had a fisherhut, a hunter, bread,...
This would be nice indeed :) If implemented cooler and better like you said. ;)

stylisticsagi
12-21-2017, 07:49 AM
He was talking about the buildings in 1701 yet i can't remember you had any diversity in them.
Indeed 1602 you had plenty of ways for diffrent goods to be produced.
IT was fun but it would still be more fun if there really is a diffrence in all the good types.
This is why i love the system started in 1404 with all the food types clothing types etc combined in categories.

But anyways i am all for extra diversity and choices!
What you suggest about the buildings to do it as well with the goods i also have suggested in another topic but it was a topc in wich i suggested to much at the same time.
p.s. if optional goods come into place then price changes needs to be in placed also. Like many basic rts games have with their market.

ruuti0
12-26-2017, 08:23 PM
I like this idea, like I have been telling here: more different options you put to game, better. More things affect to each other and to end result = better. Player then try find optimal balance for each situation, for example if you have peace between other players in early game, you focus on things that require less military actions and support this direction, and if you got war, you got choose options in game that support you gaining best military for each situation.

What I mean in practice: It would be interesting if there would be something like "population motivation to fight for your island/country/emperor etc" and that value would affect how good your military work in battle etc. This shouldn't replace military developing (that should still be left to game), but be more like another factor that affect how much damage your military/ship/cannon do to opponents etc. Same could go for farming or working (having a value that tell how motivated your people are for working, and things like church/casino/bar could affect this value.

stylisticsagi
12-27-2017, 09:15 AM
It could also prevent all players having to mine/farm the same resources.
If one is producing bread and another is producing pasra for example both can keep their people happy and also advance them without having to have the entire goods three.

This would drasticly increase the chance for these 2 players to start trading their bread and pasta with each other to make their people even happier in a way that if the trading stops they won't have any damage from it.
One would think "won't people then not always go for the easiest or cheapest good". This is true but the situation of the map could highly affect that for being if the crops needed grow nearby or not.
It would also speed up the early gameplay to mid gameplay whilst lengthening the late gameplay.

Mushie_
12-27-2017, 02:39 PM
This sounds like a great idea! I think it would be an interesting idea to use the different goods or buildings to diversify your population into specific factions

For example if you started a game with one faction and by building the casino and giving them alcohol you would end up with a route of goods that would lead to one "faction" that may have a different set of end game buildings than if you gave your population tea and a theater. This may lead to players developing 2 island populations right at the beginning of the game to focus on multiple aspects or focusing on one island to rush towards a certain late game building.

stylisticsagi
12-27-2017, 06:57 PM
No, that's the mistake 2070 made.
Not diffrent factions just one big population wich can be satisfied with lots of goods and doesn't need everything buildable to advance.
If you make factions you end up once more with games in wich players are instead of encourage to trade suddenly not being able to trade at all.

ruuti0
12-28-2017, 10:15 AM
It could also prevent all players having to mine/farm the same resources.
If one is producing bread and another is producing pasra for example both can keep their people happy and also advance them without having to have the entire goods three.

This would drasticly increase the chance for these 2 players to start trading their bread and pasta with each other to make their people even happier in a way that if the trading stops they won't have any damage from it.
One would think "won't people then not always go for the easiest or cheapest good". This is true but the situation of the map could highly affect that for being if the crops needed grow nearby or not.
It would also speed up the early gameplay to mid gameplay whilst lengthening the late gameplay.

I don't like that "also advance them without having to have the entire goods three" idea, because in my opinion it makes game just easier, which make is more boring. More challenge = better. And I think people wouldn't have so big reason to do trading at all, if they advance even without doing trading (or advance without getting internaly all possible goods). Just making your people happier isn't as big motivator as getting your society actually to develope.

stylisticsagi
12-28-2017, 02:37 PM
making the people happier would indeed not be the motivation but making more money off them certainly will.
If you get a tax bonus for supplying both goods (where there would only be one needed to advance) Then people will be more likly to trade.
IF it are both food items then the food type you are already producing would decrease slower al long as you have the other one you have bought, and as long as they are being supplied with both you get additional tax income.
And completly agreed that it would make the game easier BUT If you have more civilasation levels then it would be easier to climb the ladder to mid gameplay yet longer to higher gameplay if the higher civilisation levels do require all type of goods.
The thing it would create is that you don't have to do everything in exactly the same order every time you restart a game you would have more choice in choosing on wich goods you are gonna lay a focus to.