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A big part of the growth of "civilization" was the increase of specialists (soldiers, merchants, priests, scribes, etc.) permitted by the increased food input and storage centralization.
The game could reflect that : instead of defining 'policies', let player choose specialists, each giving the bonus from their discoveries. The number of permitted specialists would be limited by the discoveries.
It would also be possible to choose between different social structures (trifuncitonnal, horizontal, pyramidal hierarchy, castes...), found as discoveries, that would allow less or more specialists with different bonus multiplier depending on the specialist place in the structure.
It would also be possible to have some kind of 'specialization tree', for instance hunter-gathere->hunter->warrior->archer...
The text was updated successfully, but these errors were encountered:
A big part of the growth of "civilization" was the increase of specialists (soldiers, merchants, priests, scribes, etc.) permitted by the increased food input and storage centralization.
The game could reflect that : instead of defining 'policies', let player choose specialists, each giving the bonus from their discoveries. The number of permitted specialists would be limited by the discoveries.
It would also be possible to choose between different social structures (trifuncitonnal, horizontal, pyramidal hierarchy, castes...), found as discoveries, that would allow less or more specialists with different bonus multiplier depending on the specialist place in the structure.
It would also be possible to have some kind of 'specialization tree', for instance hunter-gathere->hunter->warrior->archer...
The text was updated successfully, but these errors were encountered: