Author Topic: Implement an all-encompassing Generalized-to-Specialized system  (Read 276 times)

Implement an all-encompassing Generalized-to-Specialized system.

Training
You shouldn't start out with different professions hidden behind tech walls and resources that have no use. Instead, clans should start with the basic ability to harvest any resource, and doing so would provide them experience in those disciplines, allowing them to further specialize. For instance, any clan could just leave the settlement and start as a Digger without any training. Working as a Digger would gain them experience in metalworking, which would allow them to specialize as Miners, Smiths, etc. If you wanted to switch the clan's discipline to Crafting, for instance, simply start Wood Collecting or apprentice under an active Crafting clan.

This would work to remove a lot of the opening drudgery of researching the same old techs to train the same old professions to start off the game.

Research
Instead of the tired old Tech Tree Research system, an Experience-based Research system should instead be implemented. Instead of just clicking a tech and completing it based on your knowledge income, amount of clans involved in different branches and their experience levels should decide what techs get researched and how quickly. As an example, you send out a clan to work some iron ore. Consequently, they gain some experience in metalworking. One experience level provides one research point to the metalworking discipline, allowing more specialized professions to be unlocked for clans with experience in that discipline.

Resources
All resources should have a base use from the start. Flax should be usable as cloth, stone should be usable as building material, salt and coal should be usable for curing immediately, etc. What technology and specializations such as weavers and stone cutters should do is increase the efficiency and utility of a resource. This is already the case for foodstuffs, and should be applied to everything.

This allows more starting positions to become viable as you're not as dependent on specific resources being nearby to make for a good start.

Construction
Remove the current settlement-adjacency requirement for construction in favor of a proximity-based construction penalty using pathfinding. Basically, X amount of turns would be added to the construction time based on the turns it takes for a standard unit to move from the settlement to the construction site. This means that it would take longer to construct a building three tiles away behind hills and forests than it would to construct a building eight tiles away with only flat plains between them. Of course, if you built a road through the hill and forest tiles, this would change. Furthermore, you could have supply depot-proximity further reduce the penalty, as well.

This would again remove a lot of the drudgery currently in the game where you have to move your settlement around just to construct a building just a few tiles away. It would also make logistical infrastructure more valuable.

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All of this combined would allow for a more emergent system that lets factions evolve and specialize based on their surroundings, removes much of the repetitive stuff from the opening game especially, but also overall, and adds a lot of weight to the logistical aspect of the game.