by LPhillips » Tue Feb 08, 2011 5:12 pm
Implementing both would be nice:
The option for cities to have defined production capabilities, and the option for races to have defined production capabilities.
This could go a lot further. Cities could be set with production capacities and limits: to produce up to X-turn units until their production capacity was upgraded, and combined with defined race production, you'd have some very interesting strategy.
Example:
It takes 500 to upgrade this city to produce 3-turn units, and your race can make Pegasi. But that city over there has level 4 production capacity, so if you capture it then you can produce Pegasi without the additional cost of first upgrading the city's production capacity.
This could get as complex and interesting as you want it to, with the mapmaker or gamemaker allowed to dictate it with settings. If you want a very complex game, with cities that have level 1/2/3/4 walls and 1/2/3/4/5/6 production levels, and the ability to increase a city's gold production by 2 for 50 gold, (allowing you to gain on your investment after 25 turns), you can do that. If you want a very simple game, with cities as they are now, you can have that.
Cities could be damage-able, engineering bonus would have a lot of meaning as it decreased repair/upgrade cost, etc. Players could have approved unit sets to choose from on a map (as in DLR), or be assigned preset themed races, depending on the map settings.