<Nexus>
Traveler of the Multiverse
There are two main projects I'm working on now:
1) Bringing back Trade Routes
Why? Because I think the old Trade Routes system was more interesting, more realistic and offered more tools regarding modding than the new Connectedness system. However I don't want to completely eliminate Connectedness entirely but use the two side by side with different purposes.
I want use Connectedness to mainly represent Tourism (something that's rather missing from the game). It will be still used on the Tavern line with some changes (like adding cultural level requirement), on some wonders and probably on some other buildings too.
Trade Routes will replace Connectedness mainly in the following building lines: Docks, Caravanserai, Airfield. Trade Routes will also be added to some other buildings, wonders and civics. I plan to add +1 Trade Routes only to one tech: Trade.
I'm currently in coding&testing phase.
2) Legacy / Affinity / Era Trait *
What is this? Well, I was inspired by Amplitude's upcoming Humankind, where the player will choose a new civ in each era. Although I don't fully agree with it, I still like the general idea behind it very much.
So it will be a completely new game feature / mechanic. ( * I haven't settled with the name of this new thing)
How it will be done? Using events and otherwise non-constructable buildings you will be able to choose unique and exciting bonuses in each era. Each bonus will last for two eras than the dummy building (providing the bonus) obsoletes when you select a 3rd bonus.
It will be modular, which means it is not mandatory but optional.
I will use historical phrases (unlike Humankind using civ names) for the different bonuses. They will have different flavours, so the AI will choose according to its personality.
An incomplete list:
Ancient: Monument Builders, Hunters, The Promised Land, Cannibals, Shepherd, Origin Myth, Fishers, Large Tribe
Classical: Divide and Rule, Cradle of Democracy, Mare Nostrum, Diplomatic Marriages, Horde, Bread and Circuses, Monasticism, Mandate of Heaven
Medieval: Holy Empire, Reconquista, The Last Prophet, Scholasticism, Great Migration, Divine Wind, Piracy, Courtly Love
Renaissance: Sun Never Sets, General Winter, Counter Reformation, Ancien Regime, Enlightenment
Industrial: Manifest Destiny, The Great Trek, Melting Pot, Realpolitik
Modern: New Deal, Space Race, Big Stick, World Peace
Trans-Human: Homeworld Calls, The Singularity, Cyberpunk, Cognitive Liberty, Post-Scarcity, Ascencion
Ideally each era should have 8 choices to offer but as you can see only the first 3 eras have enough choices. Also, sometimes a wonder may give a second choice of the era, thus having two Legacies of that era.
I'm just in the planning&researching phase with this but I welcome all thoughts and ideas.
1) Bringing back Trade Routes
Why? Because I think the old Trade Routes system was more interesting, more realistic and offered more tools regarding modding than the new Connectedness system. However I don't want to completely eliminate Connectedness entirely but use the two side by side with different purposes.
I want use Connectedness to mainly represent Tourism (something that's rather missing from the game). It will be still used on the Tavern line with some changes (like adding cultural level requirement), on some wonders and probably on some other buildings too.
Trade Routes will replace Connectedness mainly in the following building lines: Docks, Caravanserai, Airfield. Trade Routes will also be added to some other buildings, wonders and civics. I plan to add +1 Trade Routes only to one tech: Trade.
I'm currently in coding&testing phase.
2) Legacy / Affinity / Era Trait *
What is this? Well, I was inspired by Amplitude's upcoming Humankind, where the player will choose a new civ in each era. Although I don't fully agree with it, I still like the general idea behind it very much.
So it will be a completely new game feature / mechanic. ( * I haven't settled with the name of this new thing)
How it will be done? Using events and otherwise non-constructable buildings you will be able to choose unique and exciting bonuses in each era. Each bonus will last for two eras than the dummy building (providing the bonus) obsoletes when you select a 3rd bonus.
It will be modular, which means it is not mandatory but optional.
I will use historical phrases (unlike Humankind using civ names) for the different bonuses. They will have different flavours, so the AI will choose according to its personality.
An incomplete list:
Ancient: Monument Builders, Hunters, The Promised Land, Cannibals, Shepherd, Origin Myth, Fishers, Large Tribe
Classical: Divide and Rule, Cradle of Democracy, Mare Nostrum, Diplomatic Marriages, Horde, Bread and Circuses, Monasticism, Mandate of Heaven
Medieval: Holy Empire, Reconquista, The Last Prophet, Scholasticism, Great Migration, Divine Wind, Piracy, Courtly Love
Renaissance: Sun Never Sets, General Winter, Counter Reformation, Ancien Regime, Enlightenment
Industrial: Manifest Destiny, The Great Trek, Melting Pot, Realpolitik
Modern: New Deal, Space Race, Big Stick, World Peace
Trans-Human: Homeworld Calls, The Singularity, Cyberpunk, Cognitive Liberty, Post-Scarcity, Ascencion
Ideally each era should have 8 choices to offer but as you can see only the first 3 eras have enough choices. Also, sometimes a wonder may give a second choice of the era, thus having two Legacies of that era.
I'm just in the planning&researching phase with this but I welcome all thoughts and ideas.