RPS: Do you think it works best primarily as a multiplayer game? Sounds like that definitely adds a layer of boardgame-style enjoyment to it. And sometimes players really forget about one specific resource, and they're like, “Wow, can you believe the price of iron in that last game? It was ridiculous, what happened?” We don't think the resources should be worth this much, this is totally dependent on the game. You get a lot of food, sell it, make more money. So you play a four player game, if three of the players are all buying food then the price of food is going to go up. All these different resources can be bought or sold at any time, and the price just goes up and down totally dependent on players actions in the game. You have to decide “Well which are the ones I want to produce?” You accumulate some water, maybe turn that water into food, and then you have a stockpile, and then ultimately you really make your money based on the market. It's about building a little economic engine. Johnson: The current game we're making, which we don't really have a name for, we're going to call it Mars right now. RPS: You've announced that Mohawk's working on a strategy game, but what exactly is it? How fast-paced will it be? What's it about? Go below for a discussion with both men about how the game works, boardgame influences, how videogames might be able to replicate boardgaming's face-to-face appeal, designing strategy that's extremely complex but also accessible, release plans, and heaps more. Is it madness? Probably, but it's the good kind, the kind that drives a man to shave off most of his hair before a business conference, the kind that sounds wicked fun when people exchange fireside tales of their favorite matches. Johnson's goal is to design "core strategy games" in conjunction with Civ V art director Dorian Newcomb and in partnership with Galactic Civilizations (no relation) developer Stardock.įirst on the docket? A still unnamed Mars economy RTS with no units and 13 different resource types. However, the brain beneath the mohawk - the mind behind some of strategy gaming's greatest greats - is the real main attraction here. It's a recent trim job for the old headshrub, he tells me, but he wears it well. And so it is that former Civilization IV lead designer and Spore man Soren Johnson approaches me sporting the company haircut. The correct input for techname can be found in the technology xml file in the ‘technology’ folder.Mohawk Games is an excellent name for a company. Should make the game more challenging and fun. Prereq should be useful when you want to set the time when you can enable the your cheat(modded trait) and take on stronger AI that accumulated their strength while you haven’t. I haven’t used obsolete and prereq at the same time but I suppose it should be possible. One line of obsolete/prereqtech will affect the entire trait. You can’t specifically manage each detailed trait with this obsolete/prereqtech. Obsoletetech, prereqtech: defines when the trait will take in effect(prereqtech) or when the trait effects will wear off(obsoletetech). Maxplayerbuildingmodifier(team/global): doesn’t work… don’t know why. Or this effect could have just happened to me only… Also the gold income is suddenly boosted to about 10000 gold… Don’t know why and this weird effect comes and goes. I does seem to work but I think this triggers a bug where even the unit production is completed in one turn, and sometimes even wonders are built in one turn. Should be enough to build probably any building in one turn. In a new-born city with only 3 production unit, it will be able to build the building at 3*300=900 production unit per turn. So if you want some significant difference and want to build one building per turn, you should put in a real high value for this modifier.Įx) 30000 -> Effectively 30000/100=300 times boosted production rate for captial-built buildings. Normally even the cheapest building costs about 30 productions. For new-born cities, the basic production is very low(such as 1~5). it means the increased percentage of production rate for a building that is already built in the capital. ‘improvementmaintenancemodifier’ doesn’t seem to work.Ĭapitalbuildingmodifier: works in percentages. put in negative value to decrease value.Įx) -99 -> unhappiness, maintenance reduced by 99% making effectively costing only 1%. Populationunhappinessmodifier, landunitmaintenancemodifier, navalunitmaintenancemodifier, improvementmaintenancemodifier: works in percentages. Workerspeedmodifier: put in high positive number.
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