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#161 A blank slate colony r an outpost.

open
nobody
None
5
2017-07-25
2016-01-31
Misiulo
No

Allow each new colony to star off improvement-free, so everything needs to be built.

I would love to be able to test this idea ingame (As a option prhaps).

It might open the way to address some issues like new colonies being overpowered. Particularly in regard to the production of Liberty Bells. And what about the Town Hall?! It is an advanced structure, it allows a non-expert to produce 6 Bells per turn, and every colony is getting one for free! How about having to build it first or better yet let's say we need to build like it's smaller version, let's call it the Mayor's House or sth like that, before it can be upgraded to a Town Hall :)

Discussion

  • Mike Pope

    Mike Pope - 2016-02-01

    Two buildings are not optional. You will need some place that makes hammers, and you need somewhere to store food to keep a colony alive, so the depot or something like it is mandatory. There is no game-mechanics reason that requires "Pasture", but it would be weird to leave it out. The rest could be made optional.

    Currently FreeCol assumes all buildings defined in the specification that have no ancestor building should be placed in new colonies, this would need to be changed in the code. We would probably need a special attribute in the spec to denote the buildings that should be in new colonies.

    The Mayor's house idea is reasonable, but I think you will find the non-expert bell production of the town hall is 4, not 6.

     
  • Misiulo

    Misiulo - 2016-02-03

    Yes, definitely. (The Town Hall making 6 Bells per turn was a beginners' mistake on my side.)

    The initial loading capacity, reloading ships and wagons as well as the ability to produce and store basic goods, should of course be inherent.

    Artistically I would picture first building something like this; a a pile of sand in a center of and a symbolic shovel stuck in it, call it a construction site and something like that. (Might add an improvised shed with some barrels and boxes to symbolize the basic storage depot.) You put a worker on the construction site and you've got just a couple of basic choices: Wagon, Warehouse, Mayor's house, Stockade, Docks, Chrch, Carpenter's shop (?)

    So the player can make the first choice whether for example to build Carpenter's shop to accelerate construction of the buildings to follow, or o to build a Mayor's House which would allow for a wider selection of improvements. Such as all the goods processing lots. So we could have some, however simple, basic building tree.

    I've been entertaining this idea, to allow to choose a profile for the colony. For example: Instead of Mayor's House you can build a planter's House which then could be expanded into Plantation to get some agricultural bonuses. Or a Miner's guild to create a minig town... . But that's another story.

     

    Last edit: Misiulo 2016-02-03
  • David Lewis

    David Lewis - 2017-07-25

    The carpenter's shop is essentially the construction site. So that would seem to be redundant. You could achieve this by making all buildings except for the docs, stockade, mayor's house, warehouse, and wagon, etc, require the Lumber Mill before they could be built, essentially achieving the same effect.

     
  • David Lewis

    David Lewis - 2017-07-25

    Here's a mod that essentialy achives what you're looking for: https://github.com/HighwayofLife/basicBuildings

     

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