View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0008785 | Valley 1 | Suggestion - Balancing Issues | Jul 6, 2012 6:48 am | Jul 6, 2012 5:12 pm | |
Reporter | BenMiff | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.110 | ||||
Fixed in Version | 1.112 | ||||
Summary | 0008785: Give Survivors Citybuilding Bonuses Dependant On Time Period | ||||
Description | This would give a reason to go after specific regions for survivors (since currently time period only really matters for unlocking them for play). Each survivor would get a bonus dependant on time period; suggested bonuses could be:- Wild Garden Age: Mood recovers via events 1.25 time as fast. (Draconites tend to be more interested in immediate concerns than past issues.) Bronze Age: +10% chance of survival when searching for crafting materials. (Fast in, fast out.) Time Of Magic: +10% chance of success when attacking the overlord or ice pirates. (High magic means they have the heavy spells that can destroy important defences easily.) Medieval: +10% chance of survival when attacking the overlord or ice pirates. (Medieval characters are used to having big unpleasant things around, having survived living under Dark Ilari influence.) Pre Industrial: Skill benefits from profession books are multiplied by 1.25. (This ties into the renaissance ideal of education and cultured individuals.) Industrial: +10% chance of success when searching for crafting materials. (Ties into the scouting nature of the character.) Contemporary: Mood benefits from gifts are multiplied by 1.25. (Contemporary characters like luxuries...) Ice Age: Skill benefits from professional structures are multiplied by 1.25. (Ice Age characters are comfortable with large structures.) Time After People: Does not consume food. (Robots don't eat.) | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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Awesome suggestion, thanks! * NPCs now get bonuses based on the time period that they are from, like player-characters do: ** Medieval characters get a 10% bonus to chance of survival on Attack dispatch missions. (Lots of armor, plus being used to having big unpleasant things around, having survived in their harsh time period.) ** Time of Magic characters get a 10% bonus to chance of success on Attack dispatch missions. (High magic means they have the heavy spells that can destroy important defenses easily.) ** Bronze Age characters get a 10% bonus to chance of survival on Capture Arcane Ingredient dispatch missions. (Fast in, fast out.) ** Pre-Industrial characters get 25% bonus mood from Mood Gifts (this is the most cushy and refined period, after all, and they like luxuries). ** Industrial Revolution characters get a 10% bonus to chance of success on Capture Arcane Ingredient dispatch missions. (Ties into the scouting nature of the character.) ** Contemporary characters get 25% bonus skill from Profession Books (this ties into the information-age ideals of eduction and learning). ** Ice Age characters get 10% bonus skill from profession buildings (Ice Age characters are comfortable with large structures.) ** Time After People characters no longer consume food (robots don't eat). ** Wild Garden Age characters are only 80% as affected in their mood by mission results (Draconites tend to be more interested in immediate concerns than past issues.) |
Date Modified | Username | Field | Change |
---|---|---|---|
Jul 6, 2012 6:48 am | BenMiff | New Issue | |
Jul 6, 2012 10:44 am | tigersfan | Internal Weight | => Feature Suggestion |
Jul 6, 2012 10:44 am | tigersfan | Status | new => considering |
Jul 6, 2012 5:12 pm | Chris_McElligottPark | Note Added: 0026420 | |
Jul 6, 2012 5:12 pm | Chris_McElligottPark | Status | considering => resolved |
Jul 6, 2012 5:12 pm | Chris_McElligottPark | Fixed in Version | => 1.112 |
Jul 6, 2012 5:12 pm | Chris_McElligottPark | Resolution | open => fixed |
Jul 6, 2012 5:12 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |