Download humankind merge cities6/5/2023 This post will focus on my ideas on how to revamp the ways cities interact with the map, including resource exploitation, district placement (and upgrading), and territory expansion, as well as how early sieges and city-capturing should work. ![]() ![]() ![]() My first post, titled “Revamp of Military Production and Maintenance,” included some ideas which would (1) separate production from early-era unit production and instead have food/gold be the main upkeep resources of a standing army, (2) in early eras, more directly connect military units to the cities and territories from which they originate, until the upkeep of the military gradually becomes a more national endeavor in later eras, (3) introduce a “lifespan” mechanic and modify the ways upgrades work to ensure that archers fighting tanks are a thing of the past, (4) have the production of “machines of war” like ships, tanks and planes separate from the recruitment and training of soldiers, and have their deployment rely upon being staffed by sailors, pilots, etc., and (5) introducing the concept of “national military bases.” That post can be found here: The three posts will focus on revamping (1) military production and maintenance (posted on ), (2) city management/expansion/exploitation, and (3) culture changing/evolution. This is the second of what I plan to be a total of three larger posts with some outlines for ideas on how to revamp three areas of Humankind that I think could help the game reach its full potential.
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