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Old Jul 07, 2008, 07:32 PM   #1
black baron
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truely unique civilizations

(I wanna keep this short to allow for more ideas) my idea is you have a "blank" civilization( call it what you want; be who you want) and as the game develops you civilization becomes more and more unique.
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Old Jul 10, 2008, 01:38 AM   #2
AbbieRevo
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I was just thinking about this, and had some ideas ( I think I might hijack your thread here a little bit)

So, you start as a village, with a name for your people, you have no leader. You have no technology.

As soon as you research your first tech, you enter the Ancient Age, and get to choose something for your empire, it is either:

1. A Leader Trait
2. A Civlization Trait
3. A Unique Unit
4. A Unique Building
5. A Free Tech
6. A Free Great Person

Now notice how Leader Trait is Different from Civilization trait.
When you choose a Leader trait you get a unit that is your leader.
The list of traits and their base effect is the same.
The abilities of the Leader depend on the trait you chose.

For Example:
An Aggressive leader could be a mobile General, he or she can be attached to a city to get an XP bonus, and then unsettled to be attached as a general. Unattaching the general from his unit, and it loses 20xp.

A Philisophical leader could assign three (or two) specialists if he is in a city.

A Financial leader could +50% Commerce or Gold Prod in a city, and maybe be used as a mini great merchant for trade missions.

*****
The idea is that it gives your leader much more personality and Role Play ability.
*****

The Civilization Trait would also be a trait from the main list which would give a bonus in every city instead of a bonus embodied in a unit.

Possibilities include:

Agg: Free Barracks in every city
Ind: Forge +10% prod
Phil: +25% GPP
etc.

****
At Every new age you get to choose one of the items off the list.
The expanded powers of traits helps make up for the fact that you might not have them as long.

****
For Unique Units and Buildings, two paths are possible.

1. Have a list of the prexisting Unique Units and Buildings (potentially supplemented), and the player picks one.
2. Design and implement a dynamic Unique X creator, which would have to be properly balanced (A major task all in all, but would make great fun)
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Old Jul 10, 2008, 05:46 AM   #3
Popcornlord
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I like this idea. Mayby allow the player to choose a building or unt for his UB and UU and then add bonuses from a list. That way they'll still be unique but (hopefully) balanced.
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Old Jul 11, 2008, 10:30 PM   #4
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I was more thinking you'd add traits as you progressed rather than replace them. OTOH, perhaps you'd add one at the start based on what tech you researched first, then later you'd add two but take one away. This would sort of force you to change your strategy as you went along, because you'd have to stop being something, but you'd want to rush through as much as you could to make the net-gain.

At the very start of your post, you put me in mind of Black and White 2, and the way in which your pet develops its abilities and personality based on your actions. Frex, I train my pet not to attack my stuff, but to attack other people's stuff. I give him plenty of combat ability (I didn't know he would respawn if he died, and I didn't want to lose him, until I'd played a couple games). But alternately, I could've turned him into a production assistant, or a morale booster, or an army helper (healer), or any number of other things, and that's the first impression I got, and read wondering how you'd accomplish this.

In answer to my own question, I don't know. Maybe implement some kind of morality choice system, not unlike what's present in GalCiv2.
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Old Jul 12, 2008, 02:23 PM   #5
AbbieRevo
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So I came up with a list of possible bonuses

Aggressive

***Leader***
Flexible Great General
+3xp, +25 when attached

***Civilization***
Barracks +5xp

Protective

***Leader***
+100% Defensive Bonus Where Located

***Civilization***
Half-Priced Archery Units?

Charismatic

***Leader***
+3 Happiness Where Stationed
-50% War Weariness Nationwide

***Civilization***
+100% Foreign Trade Route Yield


Imperialistic

***Leader***
Can Build Cities (3 Turns)

***Civilization***
Great Generals give +3xp when settled
25xp when attached


Creative

***Leader***
+100% Culture Where Stationed

***Civilization***
+1 Culture /Specialist
Artists give +1 beaker


Financial

***Leader***
+100% Gold Yield where stationed

***Civilization***
Half Priced Markets, Banks, (grocers?)

Philisophical

***Leader***
Can Assign 3 Specialists of Any Kind Where Stationed

***Civilization***
+25% GPP

Industrious

***Leader***
+15 Hammers Where Stationed

***Civilization***
Forges Yield +65% Production instead of +25%

Expansive

***Leader***
Farms Provide Irrigation
+3 Health Where Stationed

***Civilization***
+2 (total 4) health/ city

Organized

***Leader**
Reduces Maintenance in nearby Cities

***Civilization***
-25% City Maintenance

Spiritual

***Leader**
Can Whip/Draft w/o unhappiness where stationed without civics

***Civilization***
Temples effect doubled
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Old Jul 12, 2008, 09:16 PM   #6
black baron
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wow......
the idea for uu and ub is there would be a in game window in which you could design them with a certain # of points and the more games you play the more points you would have to mod the uu/ub or you could buy a second uu/ub.or for the uu from moopoo's tech idea - "ok. Just say you're researching a tech. you're researching archery. except it isn't called archery, it's called, say, "projectile weapons". you finish researching it, and it unlocks archers. But the next time you play, it unlocks Slingers. The time after that, Javelin throwers."(example)
and as for leaders i though I'd borrow from moopoo's(again) dynamic traits; his idea was that you traits would be influenced by your actions (organized- you have to build lots of courthouses, etc.)

p.s. this would make things more balanced in the beginning ,if you could teach the cpu to play this way

btw this is just my point of veiw
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Last edited by black baron; Jul 22, 2008 at 09:02 AM.
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Old Jul 22, 2008, 09:03 AM   #7
black baron
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what no responses or further ideas?
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Old Jul 22, 2008, 09:48 AM   #8
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I would not start with blank Civilizations but with cultural groups and neighbouring civs of the same group for example European.
At a point in the game the "European tribes" split into Celtic, Germanic and Mediterrenian and now you start to differ from you neighbours. The tech tree is not any more the same for every fledging civ, there are different wonders available (Stonehenge exclusive to Celtic civs and so on) and the it gets more and more different.
Your civ goes from European to Mediterranean to Roman or from Celtic to French.
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Old Jul 22, 2008, 10:16 AM   #9
black baron
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nice! although that is a cool idea, I'm planning to make this into an actual mod and there are limitations(one being 34 civs * 62 wonders=2108 wonders). but i like that in that, both it and my idea is that a civilization isn't necessarily unique in the beginning, but becomes more so over time.

AND REALLY I HAVE NO IDEA OF HOW TO GO ABOUT THIS MOD
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works in progress:
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truly unique civs-http://forums.civfanatics.com/showthread.php?t=282045

Last edited by black baron; Jul 27, 2008 at 08:40 PM.
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Old Dec 03, 2008, 04:18 PM   #10
T_KCommanderbly
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^you would probably have to edit the python files alot
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Old Dec 07, 2008, 04:41 PM   #11
black baron
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Problem: I don't know anyone who knows how, i don't how and not egnough interest is being shown for me to find someone to do that
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works in progress:
Warhammer 40,000 mod-http://forums.civfanatics.com/showthread.php?t=285167
truly unique civs-http://forums.civfanatics.com/showthread.php?t=282045
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