Sounds like a good idea actually to do.
April 18th Update!
Belief System
- This system will most likely be scripted similar to how the God AI works, which means creating a new set of Balance items that determine how much belief u get from certain actions.
- This will replace what the God AI Relations System would've been.
- The Belief System can also allow the implementation of a
Danger Scaling System in the God AI that can modify wat the enemy gods choose what to do.
- The belief system has the ability to use the numerical display of tribute as it's indicator
Danger Scaling System
- A section of the God AI that will appropriately engineer how a god thinks.
- Example 1 - Taking x number of towns by force can cause the enemy god to cast hostile miracles at the player or create platoons.
- Example 2 - Taking x number of towns by impressiveness can trigger the need to construct an epic wonder to use against the player to level out what town they have (this could be too dangerous to implement into the game tho)
- Since OGaM is a full story-line, you may expect custom god powers that aren't normally accessible by the player (e.g. Lethys in BnW1 stole your creature / Nemesis made him useless at night)
- Danger Scaling System can also mean the enemy god can change tactics and cause them to stop gathering resources, watering fields etc. to do other things.
Below is an early set of balance numbers for belief. Variables defined have numbers that give belief for the first action of that type done, will decrement after the more you do it.
Code:
// Belief System (WiP) - Belief is award numerically on-screen like BnW1 used to work - Belief System could replace impressiveness in BnW2
global WaterFields = 120
global WaterTrees = 120
global RockThrow = 130
global TreeThrow = 130
global CastHeal = 125
global CastFireball = 140
global CreatureScenicTree = 200
global PlayerScenicTree = 200
global CreatureDance = 100
global CreatureWaterField = 90
global CreatureWaterForest = 90
global CreatureCastHeal = 95
global CreatureCastFireball = 125
global CreatureCollectWood = 140
global CreatureCollectFood = 140
global CreatureCollectOre = 140
global CollectResourceWood = 200
global CollectResourceFood = 200
global CollectResourceOre = 200
global BeliefDecrement //Used for decrementing the amount of belief when an action is used more than once on the same town
God AI
- Danger Scaling System - As mentioned above
- Belief System (an ambitious task for a computer controlled AI)
- Miracle pouring still continues to not function properly in script and may be scrapped for something else
General
- Disabling Changing Time with the Hand
- Disabling the Toolbar (except for the build tab) in favor of scaffold similar system
- Constructing a Lumbermill or Smelter from vanilla BnW2 can produce scaffolds.
- Size of the scaffold determines what building can be constructed (e.g. x amount of wood produces a house scaffold, wood and ore produces a civic or house that uses them)
- Scaffolding is another large script that would take time to engineer.
That's all for now. As always, be aware that all of this is being done through script only and no hard coding, so I'm just tossing around ideas. Feasibility and being "do-able" is subjective to how scripts behave.
Thanks