moved from svn discussion
2:
Some really good ideas here, i like it, but alas to implement it, might be a hard undertaking??
Could you try to to use the Fall from Heaven mod script to randomly fluctuate the changing of glaciers/ glacial terrain using actual documented glacial maps from 20,000 b.c to 8,000 b.c.? I know Kevinman4400 claims to have completely integrated it in his World History Mod / Accurate World Map (already done) which he wants to polish up in his limited time before releasing.
I think there was a mini-age in 14,000 b.c. or so. For fun it wouldn't have to be perfect, it could be tweaked and simulated with similar linear fractal scripting used for the map scripts. Just a line formula with terrain changes like global warming that retreat and advance randomly turn to turn with the direction following approximate coverage. Coastlines also could follow that script, Global warming is a similar change, correct?
C2C could start off in a epic way,
1. released from a protected valley surrounded by glaciers
2. flooded from their homeland (black sea flood for example)
3. leaving the grassland due to drought. (sahara / africa / middle east)
4. change in sea level forces them inland from the coast.
5. release of water flooding from natural dams from glacial melt motivates your people to move.
These are exciting ways detailed in neat articles all over the internet. I love this stuff. Great stories.
Then the nomadic tribes could be pointed in an exciting way.
1. Nomadically migrating for food, following mammoths, looking for new sources of food (exciting discovery), and like the game:
seven cities of gold
http://en.wikipedia.org/wiki/The_Seven_Cities_of_Gold_(video_game)
- discovering areas of wonder, great canyons, hot springs, swamps, great trees, even finding new seas or herds of animals triggering events. (you have discovered the mouth of a great river) event is pictured in the wikipedia article.
This is why I loved Seven Cities of Gold so much when i was young, exploring the land, and discovering events. We have to make them exciting and want to find the next one. I suggest starting a thread just to discuss ideas make features exciting and fun. They could be easily forgotten and rediscovered until oral tradition and writing changes them from myths.
Animals/tribes could using a patrolling random script for migration patterns.
2. Myths of oral tradition: resources, lands, natural features, giants, gods, and events (not just animals) could spice things up. All of nature is a mystery. Who knows what exciting superstitions could scare and motivate people and other tribes. As they are repeated in later eras, the text could be changed to have a more modern/ educated view of events.
Here is a possible new event:
- a scary predator or imagined god (or appeasement) causes your tribe to migrate one tile in a direction, or sacrifice a population point, or attack a nearby unit (that they maybe shouldn't have).
2. Chased by predators or hunted by other human tribes, Neaderthal, Denisovans, Flores Man (hobbits). Can some of these moving barbarian tribes be peaceful and just trade?
3. Exploration. A focus on fun Exploration with survival a powerful control, not a hassle.
Exploration should be as fun as the when Columbus had the tools to find new continents and lands. Discovery should be dressed up to be fun (not to much though). When things are new they are exciting. Fads, events, new ideas (memes, yes I said it) spreading create hysteria, excitement and reactions throughout history.
4. Breathing, living world. More random units in scarce abundance, wanderers, missionaries, explorers. More random factor adding to flex Ai's building habits. Even more random events, at fluctuating random intervals, to spice it up. Changing temp coastlines. Fires burning out forests, and regrowth. Flooding to spice up land changes. Flocks and still herds moving in natural areas (around food source domestication).
Oh and non-player cities could be destroyed or moved by Rare events. Even if people don't think it is popular to have Their city have a random chance to be destroyed once per game. It could still be displaced
5. Weather: I really really think weather fronts and patterns should be a major thread project to try to get working. Weather affects history so much in a meaningful trend way.
Have I said weather enough?? Weather is a boon / blessing to help crops, can stop armies cold in their tracks, and even cause cities to resettle to new locations. It moves empires, kills units, and affects history in a profound meaningful way. It is a major missing feature in C2C. Gradual changing weather trends are strategic factors. The Sahara and the Middle East dried up in human times. Whole civilizations were readjusted for climatic reasons. Please please show weather some love. Pop-up, temp terrains anyone? Chained events? Weather mini-multi-map overlap?
Seasonal changes, when turns become yearly or less, would be interesting. Bad summer, exceptionally cold winter, extra rainy season (or seasons), season of tornados or floods, raining forty days, etc. Year of drought could use global warming script, or map color change. Fall could be simple coloring of tree terrain. Tree drought could be yellowed/brown trees.
Just love to spice it up a little, and color the C2C gameplay different from other mods. These could be simple changes at first, discussed first, and could be worked on slowly per version, and rolled out as wished. Always a good idea for threads to be started.
~"Every journey starts with a single step" -unknown.