HadesScorn
Warlord
1. Yes this is entirely speculative. The game is not released, and many features are still unknown.
2. Yes, this thread is about porting the existing FfH to civ 5, not creating a new entry. As far as I am concerned, the new elements will come about naturally through either the main mod team [which based on some comments seems unlikely] or through the still active mod-mod teams.
3. This thread was created on what happens to be the first of April, so silly suggestions welcome along with serious ones.
Impressions on Civ 5 changes:
1. City States seem awesome for several reasons. First, they should help to maintain the feeling of a living world without the immediate sprawl that eliminates Wilderness. I can see some custom map scripts actually allowing for a true wilderness region like Kael always wanted by having a powerful city state blocking access to a Land that Time Forgot. Second, with the proper coding we can include sub-factions and races not picked up by the computer to have the full spread of FfH available every game.
2. Hexes and unit limits are going to be interesting. First, it'll actually make it worthwhile to invest in some of the tech trees rather than just spamming your favorite unit type. Second, it will add diversity to how each race fights. If I play as the Ljos, I can expect powerful ranged fighters, but a weak front line that will crack with a powerful enough melee thrust. Third, Hexes are going to allow for true choke points and tactical placement of troops. All that being said, yes, I am going to miss SoD.
3. Apparently resources are directly tied to unit production now. No more getting that one source of mithril and pumping out as many troops as you please. This will also make economic trade more interesting as you have a vested interest in securing resources beyond the initial one.
4. Mod database is for me a dream come true. Being able to browse in game not only for primary mods but the various extensions will be fantastic.
5. There are no more troop transports. That alone will solve the AIs inability to manage proper Naval Invasions.
Serious Ideas for porting:
1. Most of the current xml and python code will be worthless. I am guessing that at the start, the easiest things to port over will be the graphics and lore. Thus, I suggest any porting team focuses on a three step process. Looks Right, Feels Right, Plays Right.
2. As awesome as FF, Orbis, and RiFE are, I suggest that the initial port focuses on the core experience. The main mod has a larger player base, and is easier to grasp than the mod-mods. Imagine a virgin Civ 5 player trying to jump into the awesome complexity of RiFE. Let's start small, and get bigger.
3. Maintain at all points the No Princess rule. With the exception of the fantastic April Fools joke that was played on me today when I booted up RiFE.
Silly Ideas:
1. I *demand* a PIE! spell as an homage to the many polls in this forum over the last two years.
2. Shatner will be required to playtest every civ and post a humorous summary, or we will hunt down and execute his cat. I am assuming he has a cat. If he has a dog instead, we will simply burn down his car.
3. Kael should drop in at random intervals and post mysterious updates on a "secret project". This secret project will be revealed to be his thesis for a PHD in psychology on the subject of how to keep gamers in a state of perpetual suspense.
2. Yes, this thread is about porting the existing FfH to civ 5, not creating a new entry. As far as I am concerned, the new elements will come about naturally through either the main mod team [which based on some comments seems unlikely] or through the still active mod-mod teams.
3. This thread was created on what happens to be the first of April, so silly suggestions welcome along with serious ones.
Impressions on Civ 5 changes:
1. City States seem awesome for several reasons. First, they should help to maintain the feeling of a living world without the immediate sprawl that eliminates Wilderness. I can see some custom map scripts actually allowing for a true wilderness region like Kael always wanted by having a powerful city state blocking access to a Land that Time Forgot. Second, with the proper coding we can include sub-factions and races not picked up by the computer to have the full spread of FfH available every game.
2. Hexes and unit limits are going to be interesting. First, it'll actually make it worthwhile to invest in some of the tech trees rather than just spamming your favorite unit type. Second, it will add diversity to how each race fights. If I play as the Ljos, I can expect powerful ranged fighters, but a weak front line that will crack with a powerful enough melee thrust. Third, Hexes are going to allow for true choke points and tactical placement of troops. All that being said, yes, I am going to miss SoD.
3. Apparently resources are directly tied to unit production now. No more getting that one source of mithril and pumping out as many troops as you please. This will also make economic trade more interesting as you have a vested interest in securing resources beyond the initial one.
4. Mod database is for me a dream come true. Being able to browse in game not only for primary mods but the various extensions will be fantastic.
5. There are no more troop transports. That alone will solve the AIs inability to manage proper Naval Invasions.
Serious Ideas for porting:
1. Most of the current xml and python code will be worthless. I am guessing that at the start, the easiest things to port over will be the graphics and lore. Thus, I suggest any porting team focuses on a three step process. Looks Right, Feels Right, Plays Right.
2. As awesome as FF, Orbis, and RiFE are, I suggest that the initial port focuses on the core experience. The main mod has a larger player base, and is easier to grasp than the mod-mods. Imagine a virgin Civ 5 player trying to jump into the awesome complexity of RiFE. Let's start small, and get bigger.
3. Maintain at all points the No Princess rule. With the exception of the fantastic April Fools joke that was played on me today when I booted up RiFE.

Silly Ideas:
1. I *demand* a PIE! spell as an homage to the many polls in this forum over the last two years.
2. Shatner will be required to playtest every civ and post a humorous summary, or we will hunt down and execute his cat. I am assuming he has a cat. If he has a dog instead, we will simply burn down his car.
3. Kael should drop in at random intervals and post mysterious updates on a "secret project". This secret project will be revealed to be his thesis for a PHD in psychology on the subject of how to keep gamers in a state of perpetual suspense.