![]() Notes can be generated on the main map view when a Province is selected. Notes can be viewed (or edited or deleted) from this screen, set up much like the “Messages” screen every turn, arranged chronologically by turn and within turn numerically by province number. Let there be a “Notes” overview screen, say F11. This would allow players who occasionally wish to recruit in non-fort provinces to make sure they are recruiting there, but it would also allow players to "turn off" certain forts as recruitment centers (even for commanders) from this list (UW nations may not wish to recruit even commanders in some land forts, for instance, and vice versa some forts may become strategically obsolete or too expensive to use, etc.).ġ. Let there be a hotkey toggle to toggle a province on/off as a "recruitment center" for the purposes of cycling through forts via hotkey. (Like in many 4X games, you would ideally be able change the recruitment directly from this F10 list without having to do that.) This would remove the necessity of clicking through the main map, searching for provinces with forts or labs to double-check whether you are recruiting the mages you want, etc.Ĥ. (There could also be a column for gold cost, and a tally at the bottom so one could see the expenditures.) Like the F1 screen, clicking any entry sends you to that province and opens the recruitment screen of that province for editing. Hitting F10 shows a list of all your provinces (much like F1 currently does) but instead of a list of what is in it, f10 lists the commanders and the units currently being recruited in them, and whether they are set for monthly recruitment or not. Let there be a Recruitment Overview screen (say F10). (Something like the fairly standard implementation for most 4X games.)ģ. This way, you never need leave the recruitment screen and search the map for possible recruitment centers. Hitting ctrl-left-arrow or ctrl-right-arrow sends you to the recruitment screen of next (province number) friendly province with resources, so that you could recruit independents there if need be. Let there be a hotkey in the recruitment screen (the current “r” screen) of friendly forts, say left-arrow or right-arrow, which cycles to the next fort. ![]() Let there be a hotkey on the main map view which cycles through all friendly forts / recruitment centers.Ģ. Nations as vehicles for a Pretender’s Dominion: Multiple instances of a single nation typeġ. ![]() Reducing No-Brainers, increasing diversityĩ. National Flags UI improvement (prerequisite for nation selection change)Ħ. Tertiarily: Increase in focus on “Dominion” as a theme (as opposed to “Nation”)Ĥ. Secondarily: Reduction in no-brainers, increase in viability, reduction of relics and “noob traps” and traps for the tactical scripting AI as well as strategic substitute-player AI increase in viability of national uniqueness by increasing viability of national troop roster in the post-early game Primarily: Improved UI, increased Quality of Life, ease of use, and reduction in micromanagement The main design principles focused on here are: This should give the developers a reason to focus on making Dominions 6 better, and not just a bigger conglomeration of “more” “cool stuff”. For this reason, this thread focuses exclusively on changes to UI and unmoddable mechanics with only slight mentions of consensus-driven changes to AI. This is a “wishlist” of how to improve Dominions in ways the excellent modding community cannot. The main goal of this post is to consolidate ideas regarding improvements to Dominions in light of a new iteration (Dominions 6) that focus almost exclusively on changes that cannot be made via modding. This post is now updated (as of July 2023) to reflect posts made after the original (July 2020), its updates in June of 2022 and the announcement of Dom6 in July 2023.
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