More tech and other effects

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Jopo
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Location: Joensuu, Finland

More tech and other effects

Post by Jopo »

I´d like to propose some more tech effects.

The greatest thing of all would of course be to have all the tech effects scriptable, that should be the overall goal.

But in the meantime here´s some suggestions on new effects:

* Nuclear/Chemical/Biological effects on pop (tech like underground bomb shelters)
* Nuclear/chem/biol effects on units
* population growth rate
* tourism rating (more tourists)
* tourism income per tourist (tourists leave more money)
* immigration rate
* other effects on immigration

* facility prereq (general prerequisite for a facility, also requires a field to specify which facility)
* facility production bonus (requires field to specify which facility)

* Hydrogen fuel plant production bonus (a Hydrogen fuel plant produces hydrogen fuel with electricity or with nothing at all, no petrol required any more)

*An effect for each land attack value separately (preferably an effect on each unit class separately or have a field to specify which unit class is affected).
* An effect for each defensive value separately
*an effect for all offensive values separately

* Unit class cost (requires field to specify which class or alternatively an effect for all unit classes separately)
* Unit class maintenance cost

* unit class petroleum consumption (especially aircraft are thirsty for fuel, but with better jet engines that could be solved)
* unit class mil goods consumption.

* finished goods resource consumption (an effect for all resources please)
* facility maintenance cost (needs field to specify which facility)
* facility efficiency (needs to specify which facility)

* GDP growth rate
* UN approval
* International relations


I´ll post more if I think of any
Fistalis
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Re: More tech and other effects

Post by Fistalis »

Jopo wrote:I´d like to propose some more tech effects.

The greatest thing of all would of course be to have all the tech effects scriptable, that should be the overall goal.

But in the meantime here´s some suggestions on new effects:

* Nuclear/Chemical/Biological effects on pop (tech like underground bomb shelters)
* Nuclear/chem/biol effects on units Can be done by creating variation units which require higher techs
* population growth rateDirectly effected by healthcare and family subsidy ratings which already is there
* tourism rating (more tourists) Directly effected by Domestic rating which already is there
* tourism income per tourist (tourists leave more money)
* immigration rate Directly effected by Domestic rating which already is there
* other effects on immigration

* facility prereq (general prerequisite for a facility, also requires a field to specify which facility)Can be done in the UNIT file by setting a tech needed to build a facility
* facility production bonus (requires field to specify which facility)

* Hydrogen fuel plant production bonus (a Hydrogen fuel plant produces hydrogen fuel with electricity or with nothing at all, no petrol required any more)Can be done by creating a facility which outputs petrol

*An effect for each land attack value separately (preferably an effect on each unit class separately or have a field to specify which unit class is affected).
* An effect for each defensive value separatelyCan be done by creating variation units which require higher techs
*an effect for all offensive values separately Can be done by creating variation units which require higher techs

* Unit class cost (requires field to specify which class or alternatively an effect for all unit classes separately)Can be done by creating variation units which require higher techs
* Unit class maintenance costCan be done by creating variation units which require higher techs

* unit class petroleum consumption (especially aircraft are thirsty for fuel, but with better jet engines that could be solved)Can be done by creating variation units which require higher techs
* unit class mil goods consumption. Can be done by creating variation units which require higher techs

* finished goods resource consumption (an effect for all resources please)
* facility maintenance cost (needs field to specify which facility)
* facility efficiency (needs to specify which facility)

* GDP growth rate
* UN approval Already has its own column in the Tech file/color]
* International relations Already has its own column in the Tech file


I´ll post more if I think of any


Responses in purple, most of your suggestions can be done but not directly via the tech file. Lot of dev time would be spent on redundant features. Don't get me wrong I'm all for more modding options. But I would rather see NEW options rather than redundant ones.
Si vis pacem, para bellum
my Supreme Ruler mods Site - May it rest in peace
Jopo
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Posts: 108
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Location: Joensuu, Finland

Re: More tech and other effects

Post by Jopo »

One of my requests would be to have one or two more tech prerequisite slots, tech prerequisite 3 and 4.

I´ll post more suggestions for tech effects here as I come up with them.

EDIT:

1.) A separate effect for ALL unit values. Soft attack, Hard attack, speed, etc. So you can upgrade units without the need for a separate unit design for every little upgrade. Oh and the effect needs to be UNIT CLASS SPECIFIC. So I can upgrade my infantry units soft attack values and not touch the armored ones.

2.) some techs could have a prerequisite facility or unit or satellite. Like the nuclear techs, you need a research reactor facility to research those techs and some astronomy techs could need the Hubble Space telescope satellite to research.
Jopo
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Posts: 108
Joined: Sep 13 2011
Human: Yes
Location: Joensuu, Finland

Re: More tech and other effects

Post by Jopo »

So, at least these effects should be available in techs:

* Separate effects for all combat values per every unit class, like this:
-infantry soft attack
-infantry hard attack
-infantry ground defense

-tank soft attack
-tank hard attack

-fighter/interceptor low/mid/high air attack

etc. etc.
* Unit class initiative (a combat value)


*counter-intel rating
* spy efficiency
* spy chance of getting caught

* all finished goods commodity demand values (an effect for all commodities)
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