Refar
Deity
- Joined
- Apr 10, 2005
- Messages
- 4,608
I have been thinking about the Culture in this mod for a while, and finally arrived at a point whre my ideas are articulated enought to put them up for discussion.
The very short version: I suggest Culture being replaced by something else ("Safety" ) while keeping the effects it has on the gameplay in a new disguise and somewhat altered balance.
Overall it is more of a athmospheric change, there are however some gameplay and balance applications as well.
I kept the changes, to what i believe to know to be doable by XML modding only for now.
Why ? Somehow, culture does not seem to fit in the setting too well. Concider any of the paragon settings we have - the varios movies, the fallout games - the closest thing to a "culturized building" you will find there is a whorehouse.
To put it simple - post apocalyptic survivors just are not that terrible culturized.
They have more pressing concerns: War, Hunger, Famine and Pestilence. And even Chaos, who quit the band before the other four bekame famous. And of course they minions - Radiation, Aggressive Mutated Animals, Brainless Punks, zealous Leaders of concurrent surviving groups and they silly visions of the future.
Working the fields on the ourskirts of town (say 2.nd BFC ring ) is necessary to survive, but very dangerous. And a school on the towns center does not help a lot in fendig off the perils.
The most pressing matter for a young surviving settlement is Safety.
Only by increasing the safety can the settlement expand the area of worked land, grow and become a oasis of life and relative safety in the wastelands.
So now in terms of game mechanics. Basicly we can keep using the Culture meachnic of the game. We just call it "Safety" (Or maybe a native speaker can come up with a better term.)
There will now be buildings generating instead of (Obviously, it will be rather Walls than Libraries).
There will still be boarder pops when certain level of Safety is achived.
There could still be the Safety slider - increased funding for town militia, patrols and the like. It is sound enought, that increased safety would make people happier.
There could still be a Victory condition, to become a beacon of stability, safety and hence good live in the Wastelands. Recognized, admired and envied by everyone.
Slower scaling of Safety levels. I am thinking only 4 levels:
Poor: 0 - 9. One Ring, just settled.
Fragile: 10 - 499. 2 Rings, Full BFC can be worked.
Strong: 500+. 3 Rings - intruders from outside must pass through some of our territory and will be detected before they can enter/attack cultivated lands in most cases.
Legendary: I am thinking 30000. the default 50000 seem just to impossible in this setting. 4 Rings. This city became a beacon of safety. 3 such cities win the game.
The effects of that new scaling: The cites will grow and able to work the full BFC at the same pace as in normal game. But expanding the safety zone further will become harder and slower.
It will take a lot more time to close all the gaps in the own land. The Civilizations will be more of Islands of Safety in the Wastelands, maybe connected by a road or highway, than solid blocks.
Barbarians might stay dangerous for extended periods of time, spawning and roaming in between those islands.
Ressources outside the cities BFC will take longer to connect, making settling within direct reach of those ressources more important.
Optional Addition: Increasing the minimal distance for cities from 2 to 3 would further increase the "Islands" effect.
It would also help controlling the land - with the slower growing boarders it will be hard to completely block of another Civ's expansion, but the higher minimum distance will prevent settling in between other civs cities most of the time.
It will become nearly impossible to flip a city through Safety. I was never too fond of that flipping mechanic with Culture in the first place. It makes even less sense with safety. Culture flips were not too likely in the mod anyway, as there are only few sources of culture.
It is however still possible to have a safety-fight over the influence in a Work-able BFC tile if 2 cities are settled to close - which makes some kind of sense - the one who is better able to protect those outlying squares (from Barbarian or Concurrent Civ intruders) will have controll and over the land.
On Buildings, Wonders, Specialists. Generally increased safety is connected with somewhat different buildings, than culture would be. Here my preliminary ideas. It's not a complete list, but i tried to cover all tha basics.
Militia Headman: (City Specialist, could als be called Protector, or maybe Sherif) +1 +4 +3 (Towards Great Protector)
Great Protector: (Great Person) Settled: +3 +8 +1 XP for new units from this city.
Can not bulb techs.
Can execute a "Safety-Bomb" giving 5000 to the city (Immediately making it a "Strong" 3 Rings City - might be valuable to quikly access ressources, or block off expansion)
Can construct a "Rangers Guild" special Building.
Palace: +2, maybe 1 Protector Slot. Souldn't be overpowered, as the food is less abundant in the mod, than in normal game. The rest as usual.
Rangers Guild: +4 +100% in the City. Should be a good thing for trying a builder style Safety-Victory.
Monument: +1 (Still +1 for CHA).
Monuments work basicly the same as before - they inspire the population, remember them of they duties and beliefs, so they will go work on those dangerous farms outside fo town because it is needed, even tho the monument not really makes working there safer.
Walls: +1 (And of course the usual defensive bonus.)
Town Militia: +1, +1 XP for new units. +1 per 10% Can turn 1 Citizen into Protector.
Barracks: +1, +2 XP for new units. Can turn 1 Citizen into Protector.
Boradcast Tower: +1 +1 per 10%, +1 With Charismatic, Hit Singles. Required for Voice of the Badlands.
No Multiplier, no Specialist Slots. Make it a cheaper instead (maybe 90).
Good communications are good for increased security. Broadcasting warnings, survival tips and success meassages should also make people more content.
Voice of the Badlands: World Wonder. Requires Broadcast Tower in the city and 4 BT in the empire (On standard map) +4 +50% in the City
-10% War- (Empirewide)
Grants Hit Singles.
I do know where most of the things touched here are in the XML, so i could help produce the needed changes fast and more or less painless, if the general idea/direction is found interesting/worth pursuing.
The very short version: I suggest Culture being replaced by something else ("Safety" ) while keeping the effects it has on the gameplay in a new disguise and somewhat altered balance.
Overall it is more of a athmospheric change, there are however some gameplay and balance applications as well.
I kept the changes, to what i believe to know to be doable by XML modding only for now.
Why ? Somehow, culture does not seem to fit in the setting too well. Concider any of the paragon settings we have - the varios movies, the fallout games - the closest thing to a "culturized building" you will find there is a whorehouse.
To put it simple - post apocalyptic survivors just are not that terrible culturized.
They have more pressing concerns: War, Hunger, Famine and Pestilence. And even Chaos, who quit the band before the other four bekame famous. And of course they minions - Radiation, Aggressive Mutated Animals, Brainless Punks, zealous Leaders of concurrent surviving groups and they silly visions of the future.
Working the fields on the ourskirts of town (say 2.nd BFC ring ) is necessary to survive, but very dangerous. And a school on the towns center does not help a lot in fendig off the perils.
The most pressing matter for a young surviving settlement is Safety.
Only by increasing the safety can the settlement expand the area of worked land, grow and become a oasis of life and relative safety in the wastelands.
So now in terms of game mechanics. Basicly we can keep using the Culture meachnic of the game. We just call it "Safety" (Or maybe a native speaker can come up with a better term.)
There will now be buildings generating instead of (Obviously, it will be rather Walls than Libraries).
There will still be boarder pops when certain level of Safety is achived.
There could still be the Safety slider - increased funding for town militia, patrols and the like. It is sound enought, that increased safety would make people happier.
There could still be a Victory condition, to become a beacon of stability, safety and hence good live in the Wastelands. Recognized, admired and envied by everyone.
Slower scaling of Safety levels. I am thinking only 4 levels:
Poor: 0 - 9. One Ring, just settled.
Fragile: 10 - 499. 2 Rings, Full BFC can be worked.
Strong: 500+. 3 Rings - intruders from outside must pass through some of our territory and will be detected before they can enter/attack cultivated lands in most cases.
Legendary: I am thinking 30000. the default 50000 seem just to impossible in this setting. 4 Rings. This city became a beacon of safety. 3 such cities win the game.
The effects of that new scaling: The cites will grow and able to work the full BFC at the same pace as in normal game. But expanding the safety zone further will become harder and slower.
It will take a lot more time to close all the gaps in the own land. The Civilizations will be more of Islands of Safety in the Wastelands, maybe connected by a road or highway, than solid blocks.
Barbarians might stay dangerous for extended periods of time, spawning and roaming in between those islands.
Ressources outside the cities BFC will take longer to connect, making settling within direct reach of those ressources more important.
Optional Addition: Increasing the minimal distance for cities from 2 to 3 would further increase the "Islands" effect.
It would also help controlling the land - with the slower growing boarders it will be hard to completely block of another Civ's expansion, but the higher minimum distance will prevent settling in between other civs cities most of the time.
It will become nearly impossible to flip a city through Safety. I was never too fond of that flipping mechanic with Culture in the first place. It makes even less sense with safety. Culture flips were not too likely in the mod anyway, as there are only few sources of culture.
It is however still possible to have a safety-fight over the influence in a Work-able BFC tile if 2 cities are settled to close - which makes some kind of sense - the one who is better able to protect those outlying squares (from Barbarian or Concurrent Civ intruders) will have controll and over the land.
On Buildings, Wonders, Specialists. Generally increased safety is connected with somewhat different buildings, than culture would be. Here my preliminary ideas. It's not a complete list, but i tried to cover all tha basics.
Militia Headman: (City Specialist, could als be called Protector, or maybe Sherif) +1 +4 +3 (Towards Great Protector)
Great Protector: (Great Person) Settled: +3 +8 +1 XP for new units from this city.
Can not bulb techs.
Can execute a "Safety-Bomb" giving 5000 to the city (Immediately making it a "Strong" 3 Rings City - might be valuable to quikly access ressources, or block off expansion)
Can construct a "Rangers Guild" special Building.
Palace: +2, maybe 1 Protector Slot. Souldn't be overpowered, as the food is less abundant in the mod, than in normal game. The rest as usual.
Rangers Guild: +4 +100% in the City. Should be a good thing for trying a builder style Safety-Victory.
Monument: +1 (Still +1 for CHA).
Monuments work basicly the same as before - they inspire the population, remember them of they duties and beliefs, so they will go work on those dangerous farms outside fo town because it is needed, even tho the monument not really makes working there safer.
Walls: +1 (And of course the usual defensive bonus.)
Town Militia: +1, +1 XP for new units. +1 per 10% Can turn 1 Citizen into Protector.
Barracks: +1, +2 XP for new units. Can turn 1 Citizen into Protector.
Boradcast Tower: +1 +1 per 10%, +1 With Charismatic, Hit Singles. Required for Voice of the Badlands.
No Multiplier, no Specialist Slots. Make it a cheaper instead (maybe 90).
Good communications are good for increased security. Broadcasting warnings, survival tips and success meassages should also make people more content.
Voice of the Badlands: World Wonder. Requires Broadcast Tower in the city and 4 BT in the empire (On standard map) +4 +50% in the City
-10% War- (Empirewide)
Grants Hit Singles.
I do know where most of the things touched here are in the XML, so i could help produce the needed changes fast and more or less painless, if the general idea/direction is found interesting/worth pursuing.