Large dwelling

Discussion in 'Suggestions' started by Davu, Jun 28, 2015.

  1. Davu

    Davu Member

    In C1 sometimes was a situation when you start building few dozens of small houses, which by itself is not the most fascinating part of the game, and then misclick and have hundred of nonfinished houses which can spoil your game for the next few minutes.
    Solution could be introducing of two types of dwellings small classical house and big one with capacity of 5 or 10 of small one.

    If i remember right something like that was already introduced in American Conquest I thing it would be nice to have this feature in C3 too.
     
    RocMarci and Juxer like this.
  2. [IG]Hipolit

    [IG]Hipolit Active Member

    How about game option 'no houses needed'?
     
  3. Davu

    Davu Member

    Even better for me) that means unlimited armies.
     
  4. WERY

    WERY Member

    Yes there should defenitely be two kinds of dwellings. It's fun when there are more buildings and the more use one can get from the bigger maps, that always leave plenty of empty space
     
  5. ZooM | Eric

    ZooM | Eric Member

    I would hope that there are several houses for every nation,
    so that when you placed the same house again it just looks different. (like stronghold)
    which gives the whole a little more variation.
    Because I think cities in C1 are very monotonous.
     
    Last edited: Jun 29, 2015
    RocMarci likes this.
  6. Privateer

    Privateer Active Member

    I agree. I always want to develop great cities whilst my troops are off fighting, but this is always let down due to every single house looking the same!
     
  7. [KGR]CATWEAZEL

    [KGR]CATWEAZEL Moderator Staff Member

    Good idea. Sort of "big dwellings" that hat a capacity of around 200 populaton would definetly save some time for more important things. I always hated building dwellings for bavaria... They were so huge and much space needed...
     
  8. Foeurdr

    Foeurdr Moderator Staff Member

    Behold the french supremacy, higher concentration of house, more soldier ! :p

    Two kind of different house would be nice and having them varying in their form would be really nice.
    One little thing that made house fun for me was when an army would attack your camp and then you set the houses on fire so hopefully they explode and kill nearby troops.
     
  9. ZooM | Eric

    ZooM | Eric Member

    When I die I take you with me!
    At least some..
    okey but 3..
    hm
    Nvm...
     
  10. Field Marshall

    Field Marshall Active Member

    I think there should be decorating options for your city that could affect the capacity of your dwelling. Like for example building a statue or a small park could increase the capacity of your dwelling and at the same time give you the opportunity to decorate your city. Who doesn't like building a nice city? Then why not reward that.
    We can always have a mod where decorating your city and choosing what buildings to build actually affects your gameplay. Maybe increase peasants productivity.
     
    RocMarci and ZooM | Eric like this.
  11. [IG]Hipolit

    [IG]Hipolit Active Member

    Forme it would be just enough to have several different houses and possibility of their rotation!
     
  12. Masher

    Masher Active Member

    I'd like more dwelling options for sure.
     
  13. WERY

    WERY Member

    Perhaps buildings could be fit for blending into a hill, when they are built uphill/downhill. The same should go for walls. I also like the idea about building decorations
     
  14. Daddio

    Daddio Moderator Staff Member

    I only see an advantage for multipal houses in map making, and possibly single player as eye candy to make the maps more pleasing. During a real game in multiplayer housing should be simple, and not have to be searching for land to spread them out. more of an irritating distraction than anything else. I would like to see only a couple of house types per nation, that is upgradeable as to capacity.
     
    RocMarci and [IG]Hipolit like this.
  15. [IG]Hipolit

    [IG]Hipolit Active Member

    This is true to some extent. It is always great to have more, normally in MP game nobody will take care of the beauty of his town, everybody will select the smallest houses and build them all the way long. But in a more static SP games... situation is different, also in the editor of new maps and or missions... that would be COOL to have more options.
     
  16. Davu

    Davu Member

    Maybe even better option would be to make all buildings that are build after 18c upgrade different, at least visually, and houses and city centers could be with higher capacity.
    It will automatically resolve problem with capacity of dwelling, because you really need large dwelling in 18c when population growth faster, while in 17c no one really build to much of houses especially in 1000 0pt option.
    And obviously it would be good from esthetical point of view if all new building will look differently.
     
  17. Ftoomsh

    Ftoomsh Well-Known Member

    If Town Centers, Barracks and Stables all add more to housing capacity, then less houses are necessary. Houses themselves could add more capacity than C1 design. That's what OC Mod did. :)

    An interesting change would be as follows. Town Centers and houses set the total population limit. Barracks and stables set the limits for infantry and cavalry numbers respectively just as the number of cannon foundries sets the limit on artillery numbers.

    Then there is always the possibility to add recruitment to the model. Peasants would have to produce faster as they would supply the worker base and the soldier base. I would suggest the model work like this. Rally Town Centers to resource production sites as usual. When you build barracks and ask for non-stop infantry production, a proportion of workers at resource sites drop off a bundle of resources and then head for the barracks. They go in as peasants and come out as equipped and recruited soldiers. The game engine knows the needed production rate so it sends the required numbers automatically. The effect would be a slight delay in the start-up of infinite infantry production after the barracks is built. (The time it takes first peasant to walk to barracks from say the Mill site.) This model would have programming challenges and impose a certain calculation overhead in the engine. These problems would not be severe in my opinion.

    This model could be taken back a step further. Town Centers would cease to be peasant production sites. Houses would be the new production sites. As peasants leave houses (at a slower rate of course as there are more houses than Town Centers) the peasants automatically head for the nearest Town Center. The Town Center acts to assign work detail allocation so it is the Town Center that is still rallied to a resource work site.

    I am not sure how such a game model as this would work at the design level or at the play level. It's an interesting idea though. The flow of peasants and soldiers through the town will look more realistic. At the play level you would have to place your structures to facilitate the efficiency of this style of production. Hussars galloping through the rear of your town will get more peasant kills and (as someone else suggested) they could through torches on house roofs to burn houses.
     
  18. Daddio

    Daddio Moderator Staff Member

    This was done in AC, peasants were produced from houses, as well as militia.
     
  19. Ftoomsh

    Ftoomsh Well-Known Member

    I agree but I think I added something with some extra ideas. But I am equally happy to have it pointed out to me that I have added no essential new ideas.

    I have all houses producing peasants and peasants moving automatically to nearest town center which does not produce peasants but allocates incoming peasants to its resource rally point. Then (some) peasants move automatically from resources to producing barracks to be turned into soldiers. Of course, all this might be a good or bad idea depending on how it actually works in game play. It also lifts the quantity of automatic path and allocation decision making which the engine has to make.
     
  20. WERY

    WERY Member

    I would'nt like to see limitations in the number of military personel and artillery based on the number of barracks, stables and depots. It would just slow down gameplay too much and make narrow missions unplayable
     
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