openfrontio / openfrontio/OpenFrontIO
Gold reserves & capped gold
- Dominant language
- TypeScript
- Stars
- 2.7k
- Forks
- 1.4k
- Avg merge
- 17h 43m
- Merged PRs (30d)
- 310
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
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