Nightinggale / Medieval_Tech

MOD for Civilization 4: Colonization
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Civic Effect: Improvements can slow enemy movement #3

Open Kailric opened 10 years ago

Kailric commented 10 years ago

What we are wanting to do is set it up so that Improvements have XML options to Slow Enemy Movement. That means when a unit moves next to the Improvement their turn ends, and they can only move one space away from the Improvement next turn.

This can be setup to require a Defender in the Improvement or not as well.

Nightinggale commented 10 years ago

Unit movement is already quite CPU heavy and it is the main contributor to late game slowness (AI movements, that is). This mean the slowdown should be stored in the plot itself to reduce the amount of plots needed to be examined when moving.

The demand for a unit on the plot (military unit I assume) would only make this even slower.

Proposal for this concept: Plots will cache if owner has a "slowdown" improvement on plot or a plot next to it. If plot has a slowdown improvement, then enemy units starting the turn will have just one movement point. We can also increase movement costs on the plot if we like.

Kailric commented 10 years ago

One of the Civ versions had an option I do believe called Zone of Control, or ZOC. This could be added as well as it is along the same idea. Can't remember if Civ4 had this but I know people would have modded it in. If the code is sound it could be an easy port. Someone may have already coded this in for Col.

Kailric commented 10 years ago

I'll probably wait and add this effect during the planned Combat Enhancement update.