readercolin
King
- Joined
- May 7, 2009
- Messages
- 604
So as I promised Valk on #erebus, I'm posting some ideas for how to go about creating a nomadic civ. Now, before I continue, let me define a nomadic civ: A nomadic civ is one that a city is able to get up and move. The closest that I am aware of to this at the moment is the tears, but they aren't really a true nomadic civ - which city is primary moves, but each individual city, once placed, is stuck there. Here I will be writing down a few ideas for possible ways to create a nomadic civ.
Way 1 - Spell Movement.
This way is probably the easiest to implement. Basically, this is a python spell with two parts. The first part is just a spell that allows the second to be cast by a unit (the unit can be a normal unit, an ICBM style unit, or some unit that is created specifically by this spell). The other thing it does is remember which city cast this spell. The second part is the actual movement spell. What this does is takes the plot that the move-to is on, then goes through and find out everything about the original city and puts it in the new one. Then, once all that is complete, it goes and deletes everything about the old city, removes that city, and removes the ruins (and if possible, suppresses the "city destroyed/new city built" messages, and any changes to the armageddon counter). This method neatly avoids the problem of a civ not having a city for a time, and can be easily modified (new dimensional 3 spell anyone?). However, it doesn't really fit the bill as a "Nomadic" civ... nomads usually have units moving around most of the time.
Way 2 - pack up and leave.
This fits the bill as a nomadic civ - they stay permanent for a while, then pack up their gear and move out. There are a few major problems with this however, and I will try to address them point by point.
The first - as it is now, after you have founded a city, no cities means your dead. There are two possible fixes for this; first, only allow nomad movement of up to all but 1 of your cities, second, modify the DLL for to add the trait "nomadic" (or something similar), that makes it so that this civ is always flagged as "Requires Complete Kills" (or if possible, require there to be settlers/mobile cities, but still be killed if there are no settlers/mobile cities left).
The second problem is how to keep buildings/culture etc. (especially for things like holy cities/wonders). Basically, I see several possible ways to solve this. The first is to create a set of promotions for every building, stackable promotions for things like population/culture, promotions for religions/guilds etc. Its a bunch of work, but it would probably be possible to do this for everything - the problem only comes in for things like the palace and wonders... do those wonders still exist? etc - this could probably be fixed for everything but the palace by making equipment for the wonders, but that would mean that all wonders were movable (not really what we're looking for). The second method would be to take and copy everything into python, then attach this bit of python to the unit, to be placed back into a city when it reforms. The last way would be to use something similar to forts/settlements - its there, taking up space, until a city comes along and plops everything down onto it (and wonders would stay with that "settlement"). I don't like this last method however, as it still requires permanent, unmovable settlements.
I saw some more problems with this, but for some reason they seem to have vanished on me...
Way 3 - mobile buildings.
The best example I have of this is starcraft, the terrans (most of their units can lift up and fly away... slowly), or warcraft, the night elves (some of their buildings can uproot and act as defenders). In this case, there would be the city and units. The city would act mostly like a normal city, but the buildings would be units with a promotion on them. This promotion would then allow them to create a building within the city - basically, use the current mage building mechanics (inspiration/hope etc.) How far you wanted to take this could be entirely up to you - you could have units representing population, bonuses for culture, units for every building, the ability to combine units to allow one unit with many promotions on it, etc. You would however have to use method 1 or 2 to actually get the city to move however. This could work very well with some sort of floating empire, the tears, a plant civ, etc. It also allows the most flexibility for how far you want to take the concept. Do note, I tried to do something similar to this with the amurites last summer (basically, make it so that they summon buildings, not build them), but I didn't like how it played so I didn't release it. This may work much better with other civs, or with new civs though.
Way 4 - Mobile City.
The best example that I have of this would be D&D's flying cities, or some kind of treant civ. Basically, in this case there is a "City" unit. This unit then gains promotions according to different aspects of the city (promotions for buildings, promotions for population, etc.), much like the mobile buildings stated above. When the city grows in population, the unit has an auto-acquire promotion that tells it how many population it has, how much culture, etc. When the city builds a building, the unit gets an auto-acquire promotion for that building, and then that city gets a must-maintain building (again, like the mobile buildings above). Wonders and and religions would also have to be promotions on the unit. Then, when you want to move your city, the unit casts a spell that turns all those auto-acquire promotions into unchanging promotions, frees the unit to move, and destroys the city (or turns it into a fort or something - choice is up to the creator). The unit can then move around until it finds another spot, then cast another spell (say, settle), which creates another city (preferably of the name of the unit), and this city would then get the buildings from the unit, and the population from the unit, and the unit would change those promotions from permanent to auto-acquire.
Summary
Basically, unless you go with option 1, to create a nomadic civ you are going to have to spend all the time and effort to create a set of promotions for every building, decide how you want to handle wonders/religions/guilds, and then a little bit of python to allow it. It is work intensive, and will probably have lots of bugs and unforseen consequences, but it is possible.
If you have any ideas or things that I might have missed, please let me know.
-Colin
Way 1 - Spell Movement.
This way is probably the easiest to implement. Basically, this is a python spell with two parts. The first part is just a spell that allows the second to be cast by a unit (the unit can be a normal unit, an ICBM style unit, or some unit that is created specifically by this spell). The other thing it does is remember which city cast this spell. The second part is the actual movement spell. What this does is takes the plot that the move-to is on, then goes through and find out everything about the original city and puts it in the new one. Then, once all that is complete, it goes and deletes everything about the old city, removes that city, and removes the ruins (and if possible, suppresses the "city destroyed/new city built" messages, and any changes to the armageddon counter). This method neatly avoids the problem of a civ not having a city for a time, and can be easily modified (new dimensional 3 spell anyone?). However, it doesn't really fit the bill as a "Nomadic" civ... nomads usually have units moving around most of the time.
Way 2 - pack up and leave.
This fits the bill as a nomadic civ - they stay permanent for a while, then pack up their gear and move out. There are a few major problems with this however, and I will try to address them point by point.
The first - as it is now, after you have founded a city, no cities means your dead. There are two possible fixes for this; first, only allow nomad movement of up to all but 1 of your cities, second, modify the DLL for to add the trait "nomadic" (or something similar), that makes it so that this civ is always flagged as "Requires Complete Kills" (or if possible, require there to be settlers/mobile cities, but still be killed if there are no settlers/mobile cities left).
The second problem is how to keep buildings/culture etc. (especially for things like holy cities/wonders). Basically, I see several possible ways to solve this. The first is to create a set of promotions for every building, stackable promotions for things like population/culture, promotions for religions/guilds etc. Its a bunch of work, but it would probably be possible to do this for everything - the problem only comes in for things like the palace and wonders... do those wonders still exist? etc - this could probably be fixed for everything but the palace by making equipment for the wonders, but that would mean that all wonders were movable (not really what we're looking for). The second method would be to take and copy everything into python, then attach this bit of python to the unit, to be placed back into a city when it reforms. The last way would be to use something similar to forts/settlements - its there, taking up space, until a city comes along and plops everything down onto it (and wonders would stay with that "settlement"). I don't like this last method however, as it still requires permanent, unmovable settlements.
I saw some more problems with this, but for some reason they seem to have vanished on me...
Way 3 - mobile buildings.
The best example I have of this is starcraft, the terrans (most of their units can lift up and fly away... slowly), or warcraft, the night elves (some of their buildings can uproot and act as defenders). In this case, there would be the city and units. The city would act mostly like a normal city, but the buildings would be units with a promotion on them. This promotion would then allow them to create a building within the city - basically, use the current mage building mechanics (inspiration/hope etc.) How far you wanted to take this could be entirely up to you - you could have units representing population, bonuses for culture, units for every building, the ability to combine units to allow one unit with many promotions on it, etc. You would however have to use method 1 or 2 to actually get the city to move however. This could work very well with some sort of floating empire, the tears, a plant civ, etc. It also allows the most flexibility for how far you want to take the concept. Do note, I tried to do something similar to this with the amurites last summer (basically, make it so that they summon buildings, not build them), but I didn't like how it played so I didn't release it. This may work much better with other civs, or with new civs though.
Way 4 - Mobile City.
The best example that I have of this would be D&D's flying cities, or some kind of treant civ. Basically, in this case there is a "City" unit. This unit then gains promotions according to different aspects of the city (promotions for buildings, promotions for population, etc.), much like the mobile buildings stated above. When the city grows in population, the unit has an auto-acquire promotion that tells it how many population it has, how much culture, etc. When the city builds a building, the unit gets an auto-acquire promotion for that building, and then that city gets a must-maintain building (again, like the mobile buildings above). Wonders and and religions would also have to be promotions on the unit. Then, when you want to move your city, the unit casts a spell that turns all those auto-acquire promotions into unchanging promotions, frees the unit to move, and destroys the city (or turns it into a fort or something - choice is up to the creator). The unit can then move around until it finds another spot, then cast another spell (say, settle), which creates another city (preferably of the name of the unit), and this city would then get the buildings from the unit, and the population from the unit, and the unit would change those promotions from permanent to auto-acquire.
Summary
Basically, unless you go with option 1, to create a nomadic civ you are going to have to spend all the time and effort to create a set of promotions for every building, decide how you want to handle wonders/religions/guilds, and then a little bit of python to allow it. It is work intensive, and will probably have lots of bugs and unforseen consequences, but it is possible.
If you have any ideas or things that I might have missed, please let me know.
-Colin