openfrontio / openfrontio/OpenFrontIO

Gold reserves & capped gold

Open
#5,283 2 comments 0 reactions 0 assignees View on GitHub
not-approved
Dominant language
TypeScript
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Description

**Is your feature request related to a problem? Please describe.**
Being the first to conquer terrain to obtain the whole player's gold is frustrating.

**Describe the solution you'd like**
(amounts are example)
Starting maximum gold : 250K
Per city level : +250K

Capturing a city gives the gold it holds
Building takes gold from nearest city / default terrain (if nearest city has 0 gold : takes from next city)
Capturing last bit of player's terrain gives at most 250K.

=>
- Shouldn't change early game too much ;
- Can't steal by being last to conquer ;
- City placement is now strategic ;
- Mid game attacks are more strategic ;
- Gives more reason to upgrade city ;
- Unprotected cities in mid+ game is a bigger deal

**Describe alternatives you've considered**
- On factory instead of city : If i'm not mistaken, they will be used for the oil feature. So it would be too valuable
- On a new "bank" building : you'd only need one ?

Contributor guide

Open the contributing guide

Research direction

No files, tests, or entry points are named. Start by tracing how player gold, city capture, terrain capture, and building costs are currently handled; the work is done when the capped-gold and per-city rules are implemented without significantly changing early-game behavior and the stated capture and spending cases are covered.

Written by the indexing model from the issue text.

Assessment

Tech stack
typescript
Domain
game-dev
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Active
Clarity
Mostly clear
Newbie friendliness
45/100

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