Current script rarely get new update, and while designing scenarios, or challenge game, I find it very difficult to generate a setup that suit for certain build up.
In order to "encourage" certain industry to locate in certain city, I suggest a new script option, to add products/semis/raw being fixed as seaport goods, instead of by chance. So we can design certain scenario like the old campaign where the starting imports always have certain goods to be found in certain cities.
A little suggestion about a new script option
A little suggestion about a new script option
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Youtube channel : www.youtube.com/user/countingtls
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- Level 3 user
- Posts: 63
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Re: A little suggestion about a new script option
I agree with this suggestion, and wonder if it would also be possible to exclude certain imports for scenarios designed to encourage player production of particular industrial/consumer goods.
Re: A little suggestion about a new script option
I also think, it would be useful if we can assign seaport goods quantity, as well as quality. Not just how many kinds of goods, but the actual amount provided by each.
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Twitch channel : twitch.tv/ancientbuilder
Youtube channel : www.youtube.com/user/countingtls
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Twitch channel : twitch.tv/ancientbuilder
Youtube channel : www.youtube.com/user/countingtls
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- David
- Community and Marketing Manager at Enlight
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Re: A little suggestion about a new script option
This is a good idea and I have already recommended it to our dev team for implementation.counting wrote:Current script rarely get new update, and while designing scenarios, or challenge game, I find it very difficult to generate a setup that suit for certain build up.
In order to "encourage" certain industry to locate in certain city, I suggest a new script option, to add products/semis/raw being fixed as seaport goods, instead of by chance. So we can design certain scenario like the old campaign where the starting imports always have certain goods to be found in certain cities.