DeletedUser36743
Guest
Development Format
Proposal:
I have played Grepo for approx 3 years now and find that my needs from my cities are different at different points in time and in different situations... This idea is an attempt to add a little simple customization to improve gameplay
Have you Checked the DNS and PSI lists in the Archives? Yes
Reason:
Here's the main body of the idea (it may be polished somewhat for improvement)...as we know the total population available in any city is a function of the Farm level... At present the population can be utilized for two things - as plebs - working in buildings/farms/quarries etc or as soldiers/sailors. I propose a third utilization - upto 10% of the exisiting population cap.....to enhance certain gameplay options in a logical way...
Illustration / Details:
Say that the total population available of the city with Farms at level 40 = 3000
Upto 10% of the total population can be skilled labour = 300
These skilled labour can be put to use for the services listed below
Now say the Temple is level 25 and uses a total population of say 70
A player can deploy upto 14 additional skilled labour (priests/priestesses in this case) resulting in a 20% increase in favour
This will leave the player 286 skilled labour to be deployed elsewhere or to be used normally as Soldiers/Sailors...
(Please note these numbers are mention for purposes of illustration only)
I propose that we can use part of the total population available subject to 10% of total city population (the total population in a city will depend on its Farm level at that time) to be available to the player for special enhancements as required by the person concerned in their city.
These are 'skilled' labour and can do the following...be used as
Bureaucrats - so if Senate is level 21 and it using say 65 population, a player adding 13 skilled workers will improve construction time by 20% or reduce demolition time by 20%
Priests/Priestessess - similarly this will improve favour production by the percentage of skilled labour (as a percentage of labour in the temple at present)...upto a max of 20%
Factory workers - Similarly skiiled population can be added to Quarries, Mines or timber camps to enhance raw material production - subject to the same cap of 20%
Entertainers - These guys can be added to reduce the time and/or resources for theatre plays or culture festivals...
Traders - This resluts in increased trade capacity - inter city and on island...
Needless to add - the total skilled labour that can be created is limited to 10% of the city population and all skilled labour created by the player means they get reduced from the total population available for recruiting soliders/sailors and city builds
This way a player can customize their cities
Visual Aids:
N/A
Balance:
I think this will not effect the gameplay balance in any way - this gives players the opportunity to customize their cities basis their need for the hour and add spice to the game..
Abuse Prevention:
I have tried to think this through and dont think this would be open to exploits/abuse
Summary:
I would love to hear from you on how you think this might work (or not work)...
Prateek
Proposal:
I have played Grepo for approx 3 years now and find that my needs from my cities are different at different points in time and in different situations... This idea is an attempt to add a little simple customization to improve gameplay
Have you Checked the DNS and PSI lists in the Archives? Yes
Reason:
Here's the main body of the idea (it may be polished somewhat for improvement)...as we know the total population available in any city is a function of the Farm level... At present the population can be utilized for two things - as plebs - working in buildings/farms/quarries etc or as soldiers/sailors. I propose a third utilization - upto 10% of the exisiting population cap.....to enhance certain gameplay options in a logical way...
Illustration / Details:
Say that the total population available of the city with Farms at level 40 = 3000
Upto 10% of the total population can be skilled labour = 300
These skilled labour can be put to use for the services listed below
Now say the Temple is level 25 and uses a total population of say 70
A player can deploy upto 14 additional skilled labour (priests/priestesses in this case) resulting in a 20% increase in favour
This will leave the player 286 skilled labour to be deployed elsewhere or to be used normally as Soldiers/Sailors...
(Please note these numbers are mention for purposes of illustration only)
I propose that we can use part of the total population available subject to 10% of total city population (the total population in a city will depend on its Farm level at that time) to be available to the player for special enhancements as required by the person concerned in their city.
These are 'skilled' labour and can do the following...be used as
Bureaucrats - so if Senate is level 21 and it using say 65 population, a player adding 13 skilled workers will improve construction time by 20% or reduce demolition time by 20%
Priests/Priestessess - similarly this will improve favour production by the percentage of skilled labour (as a percentage of labour in the temple at present)...upto a max of 20%
Factory workers - Similarly skiiled population can be added to Quarries, Mines or timber camps to enhance raw material production - subject to the same cap of 20%
Entertainers - These guys can be added to reduce the time and/or resources for theatre plays or culture festivals...
Traders - This resluts in increased trade capacity - inter city and on island...
Needless to add - the total skilled labour that can be created is limited to 10% of the city population and all skilled labour created by the player means they get reduced from the total population available for recruiting soliders/sailors and city builds
This way a player can customize their cities
Visual Aids:
N/A
Balance:
I think this will not effect the gameplay balance in any way - this gives players the opportunity to customize their cities basis their need for the hour and add spice to the game..
Abuse Prevention:
I have tried to think this through and dont think this would be open to exploits/abuse
Summary:
I would love to hear from you on how you think this might work (or not work)...
Prateek
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