jdog5000
Revolutionary
The discussion in the 'Rev BTS' thread about BarbarianCiv got me thinking while I was wandering around the National Museum of Scotland ...
Currently, when barb cities settle down into a full civ 1-3 cities will immediately flip to the new civ. They'll then be considered either peaceful builders or militaristic warriors and given an initial batch of units or buildings depending. While there are several factors which adjust the odds, which type of settling a particular BarbCiv does is fairly random. For militaristic settling, the size of the army and target for invasion are also fairly random. While it works fairly well in producing a nice variety of situations, I think I've figured out a new system which will produce similar ultimate results more deterministically.
New Scheme:
Settling will now happen in two phases. First, individual cities, when they reach a certain size, will flip from the barbarians to a new, minor civ. These little city states will have a their ultimate culture, but given the Minor Civ tag which means they can't engage in diplomacy and will be at war with everyone. They'll be set up with some initial units techs, a toned down version of the current setup without any builder/militaristic specialization at this point. Then, when this minor civ has achieved something noteworthy, they will organize into a full blown civ and given some extra perks to help them on their way. If they acquired a city by conquest, they'll be militaristic. If they built a wonder or reached a high level of culture then they'll be builders. If they built another city, founded a religion, or had their city grow to some large size, then they'll have a chance at both styles.
Since they will have been around for a little while before this second phase, things like who they've met and who they've been fighting with can be used to determine victims of militaristic civs. They will also build up more gradually, rather than exploding on the scene with no warning allowing players to react and prepare. Even if the little city states are conquered before they become full civs, their culture will still be planted in the area and give a more natural basis for choosing rebel civs for different areas in the future.
I've hesitated to use minor civs before with the reason that why use a limited no diplomacy civ when you could use a full fledged civ. However, having this little transitional minor period seems to work fairly well. When the minor civ settles, your status and the outlook of the other AIs with respect to the city won't change ... you're still at war. However, the new minor civ will now be at war with the other barbarians around it. Instead of having groups of barb cities settle together, the biggest city will now form a minor civ and try to conquer one of the others. If they succeed then the result will be like before, a full-blown civ emerging in the area based in those cities. Another minor civ could emerge from one of the other cities in the mean time, however, and they might have to fight it out for supremacy. Regardless, when they transition to being a full civ their initial setup will be determined by how they got to that point and what they've done, giving more of a sense of meaning to any barbarian hordes that may assault your gates ...
There are several things to figure out and balance so that these minor civs get a fighting chance in the world they're born into. Beyond that, with this new system I think boosting the appearance of barb cities (and maybe units to cut down on early exploration) is certainly worth exploring.
Anyway, let me know what you think!
Currently, when barb cities settle down into a full civ 1-3 cities will immediately flip to the new civ. They'll then be considered either peaceful builders or militaristic warriors and given an initial batch of units or buildings depending. While there are several factors which adjust the odds, which type of settling a particular BarbCiv does is fairly random. For militaristic settling, the size of the army and target for invasion are also fairly random. While it works fairly well in producing a nice variety of situations, I think I've figured out a new system which will produce similar ultimate results more deterministically.
New Scheme:
Settling will now happen in two phases. First, individual cities, when they reach a certain size, will flip from the barbarians to a new, minor civ. These little city states will have a their ultimate culture, but given the Minor Civ tag which means they can't engage in diplomacy and will be at war with everyone. They'll be set up with some initial units techs, a toned down version of the current setup without any builder/militaristic specialization at this point. Then, when this minor civ has achieved something noteworthy, they will organize into a full blown civ and given some extra perks to help them on their way. If they acquired a city by conquest, they'll be militaristic. If they built a wonder or reached a high level of culture then they'll be builders. If they built another city, founded a religion, or had their city grow to some large size, then they'll have a chance at both styles.
Since they will have been around for a little while before this second phase, things like who they've met and who they've been fighting with can be used to determine victims of militaristic civs. They will also build up more gradually, rather than exploding on the scene with no warning allowing players to react and prepare. Even if the little city states are conquered before they become full civs, their culture will still be planted in the area and give a more natural basis for choosing rebel civs for different areas in the future.
I've hesitated to use minor civs before with the reason that why use a limited no diplomacy civ when you could use a full fledged civ. However, having this little transitional minor period seems to work fairly well. When the minor civ settles, your status and the outlook of the other AIs with respect to the city won't change ... you're still at war. However, the new minor civ will now be at war with the other barbarians around it. Instead of having groups of barb cities settle together, the biggest city will now form a minor civ and try to conquer one of the others. If they succeed then the result will be like before, a full-blown civ emerging in the area based in those cities. Another minor civ could emerge from one of the other cities in the mean time, however, and they might have to fight it out for supremacy. Regardless, when they transition to being a full civ their initial setup will be determined by how they got to that point and what they've done, giving more of a sense of meaning to any barbarian hordes that may assault your gates ...
There are several things to figure out and balance so that these minor civs get a fighting chance in the world they're born into. Beyond that, with this new system I think boosting the appearance of barb cities (and maybe units to cut down on early exploration) is certainly worth exploring.
Anyway, let me know what you think!