Suggestions: new ideas for events and more #1120
Replies: 11 comments 3 replies
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ide like a new building that by itself does distribution.. (like a cart depo) you chose what resource you need to distribute to x buildings and it doesn't grab 1 cart load at a time like the warehouse guys do. but instead grabs 4-6 and distributes them where needed in its area. so in your production areas 1 extra building is needed but does a much more efficient job of grabbing and distributing goods. im thinking a 2x2 or if to be annoying to ppl 3x3. |
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Hello there, i compiled a list some time ago with the editor changes i would suggest to add. I'll write there so you can consider to add on to your list, considering i don't really know what can be realistically be done and what can't. New conditions:
New Actions:
Editor:
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Hi, suggestion for more conditions and actions like: Conditions:
Very useful to compare the value of a condition parameter from another condition parameter or custom variable (Example: Prosperity equals Tax Rate). Actions: This action is very useful: assign to a custom variable a condition variable (and/or apply calculations) (Example: Change value of custom variable by adding Tax rate to it (also if it can be negative value ) . I hope the last two paragraphs mentioned above take precedence as it makes the events dynamic and automated instead of almost everything depending on the value assigned manually by the map designer. |
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Events:
The degree of flood is also can be decreased by building drainage canals. Player can build walkways over them.
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Hi, here are some suggestions I have gathered regarding events: Adjust stockpile amount: Adjust desirability Allow an event to specifically check or target upgraded schools, upgraded markets, etc. Trade -Allow negative price for commodities Editor UI: create a UI so the player may create and update Time conditions: |
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Your stone gate is neat but it looks like a cyclops loool |
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Trivial to implement, but why?
This would require every scenario having several tiles marked as river entry and river exit then some tweak for routing. Not super hard, do you think it would be that much of a difference? If so, and you find me someone willing to go through each original scenario and add those extra points (we'll discuss it beforehand to figure out the format) then it should be doable yeah. |
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isn't it already the case that every map with sea trade requires river entry and river exit points? |
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action: adjust city wages |
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action: adjust population sentiment: allow the event to adjust target sentiment score instead of actual sentiment score. edit: Action: adjust target score instead of actual score for: sentiment, health, prosperity, culture, other ratings with similar target systems. a duration parameter would simplify the issue of synchronizing the event with the different update frequencies of the various ratings adjusted/ changed/set to value/not set to value |
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Would it be possible to place bridges in the editor (submenu with roads)? what about other buildings? |
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Tweak:
Editor:
Enhancement:
Narrow stone gate. Approximate appearance
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