Just an idea hope it'll be implemented tho.
City Progression
Hi, I'm Riboy and I was just thinking of an idea while building a mini base in "The Hub" and was thinking, why don't the devs add a cool city progression system where economy works.The more money/resources you sell to the traders in A city...the more it will progress in terms of buildings,research and guard weapons/armours. So the investment you pump in could affect the city in a positive manner which could show that your favoured faction would then in turn be able to overcome it's once unbeatable foes in the battlefield of blood and steel.
Just an idea hope it'll be implemented tho.
Just an idea hope it'll be implemented tho.
- Sol Lignum
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Good idea that would require tons of new code i assume. Fully functional AI production chains sounds very painfull and CPU heavy. But idea is great. Been thinking about such things myself.
I would like that very much.
Though a building limit would be needed unless it would go out of control.
I research of building limits per out-post and for AI city's would be good.
Though to counter act the such high progression raids would need to happen I I mean planed ones. From other cites. Not just your random bandit group seeing your people.
And then there would need to be a way to attack buildings such as torches to burn them in place of siege weapons because that would sound too complicated. Maybe just a ram for gates only but torches for buildings once your people are inside.
Though a building limit would be needed unless it would go out of control.
I research of building limits per out-post and for AI city's would be good.
Though to counter act the such high progression raids would need to happen I I mean planed ones. From other cites. Not just your random bandit group seeing your people.
And then there would need to be a way to attack buildings such as torches to burn them in place of siege weapons because that would sound too complicated. Maybe just a ram for gates only but torches for buildings once your people are inside.
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