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Initial design thoughts

Posted by
August 9th, 2008 2:21 am

Except for doing such unproductive stuff as showering and doing laundry, I’ve drafted out the intial idea. Thought I’d share it with you.

Base tile types:
Clay – together with water and a worker gives bricks
Moutains – together with two workers gives stone
Forest – together with a worker gives wood
Field – together with a worker and water gives food
Water – nothing, but provides water to nearby hexes
Sea – together with a worker gives food

Created tile types:
Fundament – created from stone, allows for building tower, on rock it doesn’t require stone, on water it requires two rocks, and on sea three.

The tower:
Building new levels costs a bricks or stone and half that in wood per level already built, plus food for each worker, and as many workers as levels are also needed.

Workers:
You gain workers by area of influance. Area of influence is decided per tower level. 1-5: radius 1 (up to 6 workers), 6-10: radius 2: up to 6+13 workers. And so on.

Workers actions:
Workers can either build, produce or do nothing. Building costs food. Produce costs nothing.

Roads and channels:
Channels gives water to distant hexes. Roads makes it possible to transport goods. Costs nothing but a build action per hex. Can be built beyond influence point.

Ships: Allows fishing further away.

Alt. 2: Must build quarry, lumbermill, farm, brickmaker etc before getting resources from them. Or else have them as optional bonus givers? Could also build/work beyond influence, but at half speed?

Perhaps a bit too much stuff, but it’s just so I have where to aim.

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