Open MinesaeHiromu opened 1 year ago
Would it be worth making the teachers just take resources to a School building to make it spawn a resource for a nearby homeless to come collect and turn them that way?
The problem is they won't stay in one place for long so I can't set down a random resource wherever they go to. The teachers would just likely be going to places they've been, rather than where they are. If I just made them directly target the homeless civs, they'd pretty much never be around for very long.
You also wouldn't give them both harvester behavior moving between two locations and the specific unit seeking behavior because those would conflict. I hadn't decided what to make them potentially move between yet, but it'd probably just be the school and residential buildings, that would help them cover more area to potentially run past the homeless civs I suppose. Ultimately depends on how someone lays out their city.
Realized I left out farms from the planning, but I could probably work those in by having a farm building of some kind, a generic crop plot that can be put down, a farmer for the infantry tab, and a combine or something for the vehicle tab. This could be used as a population control resource of some kind, or another thing to upkeep to prevent the chance of rioting.
The crop plot will randomly spawn a type of crop sprite for a resource to be collected.
I am currently reworking the Civilian faction. The primary purpose of Civs will be to provide generous support to other players in a way that would be able to keep those players on par with an enemy team size equal to their own (e.g. 2 Nod players vs 1 GDI player and 1 Civ player).
Buildings Tab
Church (Unbuildable)
Utility Tab
Road
Infantry Tab
Civilian
Vehicles Tab
Automobile
Ships Tab
Ferry
Aircraft Tab
Helicopter
Upgrade Tab
Education Funding