Tomorrow's Dawn
Heroes Never Die
I was amused with a recent DoWC (Dawn of Watermill Civilization) game I had as India where the game kept throwing me insanely good events left and right (luck of the watermill perhaps?) Most notably, I had Axemen auto-promoted with Shock AND Pikemen auto-promoted with Shock several turns within each other. It got me thinking though, about how fun it would be to EARN bonuses instead of having to rely on chance, so I came up with the idea of Multi-stage Quests that you can trigger more easily by meeting certain criteria. These also ensure there will be fun, engaging things for us to do if we choose to pursue it.
National Ideas & Military Doctrines
How I envision these two concepts is like this:
They are combination Quest and UHV.
In other words, a multi-stage quest that confers permanent benefits.
It gives us an opportunity to portray things most categories or civics currently can't.
I have prepared some examples to demonstrate what I'm talking about:
Colonial Ventures: (National Idea)
Triggered at random.
Chances bolstered by:
-Defeating Barbarian Naval units
-Building Triremes
-Maintaining contact with a civilization on another continent
Step 1: Build a total of 7 Harbors & 7 Lighthouses.
Step 2: Be the first to circumnavigate the globe.
Step 3: Have the world's largest Navy by 1500.
Reward: Expansion outside your Stability map is increased by a threshold of 40.
For civilizations that do not benefit from the Trading Company by default, building Trading Company will grant you a
Settler, Workers and an Era appropriate stack in a patch of Foreign territory not a part of your continent at random and not in any flipzone.
So with the Steps, how I would envision this working is, once you complete the first stage of a step, it 100% triggers the next step as the reward, which is in game terms, "another" quest.
Modernization: (National Idea)
Triggered at random.
Chances bolstered by:
-Shaky or lower stability
-Building Musketmen
-Not being tech leader
Step 1: Your capital must be Influential in culture and you must rank among the top Cultured civilizations (in the Top 10 popups).
Step 2: Maintain at least 50 turns of peace with a Western European civilization starting from first contact.
Meeting additional Western European civilizations will start separate timers but declaring war on one of them will reset all timers.
In the case where they DOW you, the timers are frozen instead of reset.
Step 3: Defeat, in two wars, two civilizations whose Known Units correspond with the Industrial Era or higher.
(Defeat marked by the appearance of "This war is going badly for us!" negative modifier in diplo and acquiring war indemnities from the target)
Reward: Tech, Production & Stability modifiers become equivalent to Prussia's.
(I'm aware however that this will likely require two instances of every civ, like the civil war proposal by Tigranes, but this is just to capture to spirit of the proposal)
The real effect should probably be something like a building that gets added to all your cities and the ones you'll be likely to found that confer similar benefits across the board.
Mobile Warfare: (Military Doctrine)
Applicable to all units that upgrade from Warrior and Archer onwards.
Triggered at random.
Chances bolstered by:
-Running Agriarianism
-Bordering a larger civilization
Step 1: Have a GG-promoted unit with at least 40xp.
Step 2: Have 25 Farms + Pastures under your cultural control
Step 3: Collapse a larger civilization in a defensive war (AI DoWs you)
Reward: All units from Warrior + Archer onwards receive the Mobility promotion.
I know Leoreth has a lot of things on his plate now, but just throwing this out there as food for thought.
I'd like to hear what you guys have to say about this as well.
National Ideas & Military Doctrines
How I envision these two concepts is like this:
They are combination Quest and UHV.
In other words, a multi-stage quest that confers permanent benefits.
It gives us an opportunity to portray things most categories or civics currently can't.
I have prepared some examples to demonstrate what I'm talking about:
Colonial Ventures: (National Idea)
Triggered at random.
Chances bolstered by:
-Defeating Barbarian Naval units
-Building Triremes
-Maintaining contact with a civilization on another continent
Step 1: Build a total of 7 Harbors & 7 Lighthouses.
Step 2: Be the first to circumnavigate the globe.
Step 3: Have the world's largest Navy by 1500.
Reward: Expansion outside your Stability map is increased by a threshold of 40.
For civilizations that do not benefit from the Trading Company by default, building Trading Company will grant you a
Settler, Workers and an Era appropriate stack in a patch of Foreign territory not a part of your continent at random and not in any flipzone.
So with the Steps, how I would envision this working is, once you complete the first stage of a step, it 100% triggers the next step as the reward, which is in game terms, "another" quest.
Modernization: (National Idea)
Triggered at random.
Chances bolstered by:
-Shaky or lower stability
-Building Musketmen
-Not being tech leader
Step 1: Your capital must be Influential in culture and you must rank among the top Cultured civilizations (in the Top 10 popups).
Step 2: Maintain at least 50 turns of peace with a Western European civilization starting from first contact.
Meeting additional Western European civilizations will start separate timers but declaring war on one of them will reset all timers.
In the case where they DOW you, the timers are frozen instead of reset.
Step 3: Defeat, in two wars, two civilizations whose Known Units correspond with the Industrial Era or higher.
(Defeat marked by the appearance of "This war is going badly for us!" negative modifier in diplo and acquiring war indemnities from the target)
Reward: Tech, Production & Stability modifiers become equivalent to Prussia's.
(I'm aware however that this will likely require two instances of every civ, like the civil war proposal by Tigranes, but this is just to capture to spirit of the proposal)
The real effect should probably be something like a building that gets added to all your cities and the ones you'll be likely to found that confer similar benefits across the board.
Mobile Warfare: (Military Doctrine)
Applicable to all units that upgrade from Warrior and Archer onwards.
Triggered at random.
Chances bolstered by:
-Running Agriarianism
-Bordering a larger civilization
Step 1: Have a GG-promoted unit with at least 40xp.
Step 2: Have 25 Farms + Pastures under your cultural control
Step 3: Collapse a larger civilization in a defensive war (AI DoWs you)
Reward: All units from Warrior + Archer onwards receive the Mobility promotion.
I know Leoreth has a lot of things on his plate now, but just throwing this out there as food for thought.
I'd like to hear what you guys have to say about this as well.