Independent Civilization ideas

What should be the scope of the game

  • Clone with same bugs and limitations

    Votes: 0 0.0%
  • Other

    Votes: 0 0.0%

  • Total voters
    66
Or have a kind of "graphic override".
Example of how it's down in Napoleon Total War
By default, the game engine look for a graphic file like
"Irrigation.png"
Then, if you have a civilization, add the name of the civilization as a prefix/suffix.
Exemple if you play has Britain and the engine can find "Irrigation_Britain.png", then it uses this specific graphic.
If you play as France, and there is no "Irrigation_France.png", then it uses the default graphics.

This way, in the rules, you can enter irrigation only once, but the graphics can be easily made specific to a civilization/culture with no rule changes.

Of you can allow in the rules to have different improvment, each with different bonuses, and then tell what civilization are allowed to build it.

Or have a generic improvment, but give bonus to each civilization, like "agricutural" gives a bonus to farms...

And fo course you can have different improvment levels with different techs...

So many possibilities
Terrain improvements should be limitless and tweakable, a lot. Maybe, if you need a tech to have a certain improvement, when a civ that doesn't have said tech conquers that tile then it wouldn't work for them. For example, Radar towers without {Radar technology}. Or Minefields without {Mines}.

Also, several techs could be allowed for the same worker action/improvement to avoid overdependence and duplication of techs.
Or we could have more than one tech requried for a tech/building/unit.
I like Steph's idea too. Nice way to maximize graphic choices with minimal necessary input. I hope Steph is looking for ways to incorporate some (any) of these ideas into his editor as well...
Would be tricky…
 
It takes time to find time to do stuff.
 
Has Jimmyh been reading all of these suggestions? Maybe we should wait until he catches up so we don't flood him with ideas.
 
I'll be spending an afternoon classifing all 225 posts (units/terrain/Graphics/functions) over Easter and posting the results sometime.
 
Maybe I should attach a big .txt file as index to a post.
 
Ok so good and bad news.

The bad news is that my computer died about 3 weeks ago and it's taken me this long to a new one sorted.

The good news is that I haven't lost any thing, and it's better than the last one I had :D

Looks like I've got a bit of reading to do. Looks like most of the suggestions recently are things that build upon the basics of which are still being done.

I will say, Takhisis if you could do that, you would be my hero! That would also give us a good list of things to work through.

I'm also looking at codeplex to host this project, people will be able to download a runnable version as well.
 
Great to hear everything wasn't lost... its happen to me a few times, and its very frustrating.

Also I've been playing Total War games again, has someone suggested for buildings to be upgradeable already. It would be great if some buildings could be have a multiple choice of how they can be upgraded with different benefits.
 
Yes, has been proposed. part of the task for next weekend is trying to classify repeated/slightly similar tequests.
 
I have been thinking lately of all the things from Firaxis that we still use, for example the "system" sounds: most of the mods, except some very special mods like EFZI, use the original game sounds. I am willing to make some new sounds for this new game by jimmyh. I have already given a try at some very special system sounds for Sengoku, very oriental and based on samples from japanese instruments. They don't take much time to produce, and I'm creating some of them very quickly when I take a break between two other things. I will probably post them in the main C&C forum, so that anyone can use them for their mods.
 
Speaking of which, custom sounds and music for each civ or cultural group would be neat.
 
Yes, has been proposed. part of the task for next weekend is trying to classify repeated/slightly similar tequests.
Which is still going on as the folks at uni decided that Easter was a great time to write essays and similar ***** stuff.
 
Speaking of which, custom sounds and music for each civ or cultural group would be neat.
You mean it would be neat to have the possibility to do so, right ? Cause I'm not going to make music and custom sounds for every civ right away :lol:
 
Not right away, man, you have until tomorrow.
 
Here are some ideas I have been having about civs and leaders.
Each era would have a few different choices for leaders, some specifically for democratic governments, some for dictatorships. And every leader would have different traits and bonuses.
Either when an era changes or when a government changes a civ can choose a new leader. Even if you go from Monarchy in the Medieval period to Monarchy in the Industrial period the leader would change.
Preferred and shunned government would also have effects on the populace, if America chooses Monarchy there would be rebellions.
There should also be preferred leaders, so that 75% of the time the AI chooses Hitler, Stalin, ect. But sometimes Germany sticks with the democratic Wiemar Republic, or Russia does not go Communist.
Also Civ names can change both with eras, and with governments.
Here are some quick idea pictures.
Spoiler :

After researching a government technology, reaching a new era, or when there is popular unrest, there is a change to change governments or leaders.
governmentchoice.jpg

There would be a menu bar for selecting a new leader, some leaders would only be available for certain governments
chooseleaderfrenchempir.jpg

When an AI has selected a new government/leader, you would be messaged, and have the ability to do nothing 0 relations, send a gift, there would be a menu for what to send them, gold, technology, soldiers, and those would increase your relations, the AI would only send gifts to other civs if it was the same government, or you could support the opposition with gold, which hurts foreign relations but increases the chances of rebellion.
supportoropposefrance.jpg
 
Here are some ideas I have been having about civs and leaders. Each era would have a few different choices for leaders, some specifically for democratic governments, some for dictatorships. And every leader would have different traits and bonuses.
Either when an era changes or when a government changes a civ can choose a new leader. Even if you go from Monarchy in the Medieval period to Monarchy in the Industrial period the leader would change.

These are some great ideas. :):goodjob: In CCM, where a civ also can have more leaders for different eras, I also experiment with this ideas: Here a leader is assisted by a certain wonder, that provides special buildings to each city of that civ and therefore works like some new traits. :) This experimental version is not published yet.

The great new idea in the post above, that I can´t achieve with the current programming of the C3C editor, is to select between different leaders with different bonuses for the same era. This could be a great feature in gameplay. :)
 
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