Praetyre
King
On suggestion, I've decided to post all my current and future non-technical/critical ideas in this thread, both to help keep discussion focused on more pressing matters in these threads and to provide a place where these ideas can be discussed, debated and preserved for easier reading, should anyone find them of value.
I have seperated out the various ideas I have had over time for incorporation into the Caveman to Cosmos mod into spoilered sections, so as to avoid the "wall of text" syndrome so prevalent with suggestion posts and threads. I will not be simply reposting these earlier ideas of mine, but refining them for easier reading and greater context. My first contribution to C2C was the tweaking of leaderheads to incorporate the new religions and optimize for historically accurate civics preferences, as well as adding a huge amount of new Great People for those longer and/or more modern games.
New/Revised Game Speeds:
Culture Specific Religions Module/Game Option:
Addendum Regarding Religions:
Great Person Only Techs:
Civic Specific/Great Person Only Buildings:
I have seperated out the various ideas I have had over time for incorporation into the Caveman to Cosmos mod into spoilered sections, so as to avoid the "wall of text" syndrome so prevalent with suggestion posts and threads. I will not be simply reposting these earlier ideas of mine, but refining them for easier reading and greater context. My first contribution to C2C was the tweaking of leaderheads to incorporate the new religions and optimize for historically accurate civics preferences, as well as adding a huge amount of new Great People for those longer and/or more modern games.
New/Revised Game Speeds:
Spoiler :
While the intent and scope of the C2C mod is not to provide a historical simulator with civilization-specific goals, such as Rhye's, I still find it immersive and enjoyable, even on a cosmetic level, to have a pace of technological and societal development congruent on some level with that of actual human history. This is complicated, naturally, by the difference in research costs effected not only by different game speeds, but different map sizes. Thus far, my testing has been done with a special edit of the Eternity game speed on Gigantic maps, an edit which reduces the "construction factor" to 100 (meaning buildings are built as fast as they are on Standard difficulty) and the "research factor to 175" (the happy medium between the excessive speed I found in 100 and the stagnation of 250).
I personally prefer, possessing as I do a rather potent computer system and the ability to put up with longer turn times in exchange for higher quality and deeper content, to play on Gigantic maps, and am in the process of devising a new preset Giant Earth Map scenario with my preferred game options, that will account for the new Prehistoric starting era. I realize this is not to everyone's taste, so in the event I ever incorporate this speed in the mod, I would have it as a new, specially labelled speed nothing it's intended usage, and ideally, have it as an easily deactivable modular component.
The chief reason for the alteration in building speeds is both because of the influence buildings play in scientific and civilizational development speeds, and because of the default building speeds were designed under a system featuring far, far less buildings than C2C's 1200+. The fundamental dynamics of buildings and what functions they fulfill have been radically altered, specialized and diversified under this new game model, and so a revision of these rules is probably a good place to start in the area of game speed alteration.
Leaving aside those issues for a moment, my speed plan works on a fundamental assumptions that may or may not be correct as of this time of writing, but which the equalization of tech tree costs will no doubt aid in and which my own playtesting seems to confirm, though having only autoplayed as far as 1000 turns as Polynesia, "results may vary".
This assumption is, simply put, that each era, under the conditions that I have set, will take roughly around 500 years. This time was chosen not just based on my playtesting, but because it simultaneously lives up to Marathon claim of each era being as long as a full game, and divides neatly the 9 different era's into Eternity's total of 4500 turns. From this, I calculating what, roughly, in real life the various technological "eras" of C2C would chronologically have corresponded do, coming to these figures:
While initial flaws regarding a 2166 endgame (me being unaware you could have one "interval" slower in months elapsed than the previous nor that you could go back from months to years) have been worked out, one flaw still gnaws: The extreme brevity of the Napoleonic and both World Wars. Under this system, the Napoleonic Wars would last a mere 36 turns, WWI 13 and WWII 18. While it is principally the province of scenarios and mods in their own right (such as The Road to War or asioasioasio's WWII 1939, or even entirely different games like the superb Hearts of Iron series) to give such detailed focus to specific eras, this remains the biggest flaw in my plan.
You could say I should "slow down" the clock in those specific eras, but this designation is quite arbitrary. Why should the clock be slowed down if, say, this era is a time of peace or stagnation? Why should the clock not be slowed down if something of a similar scope and scale happens in, say, 1850 or 1970? The only viable solution I could see to these issues was to abandon my previous restriction of 500 turns per era for something a bit more flexible, one that added a new (interval defined) "era" between the Renaissance and the Industrial era, and slowed down the late industrial/modern era to account for the incredible increase in pace that life, technology and warfare have taken during these eras.
Ultimately, when designing such eras, we must balance the need for intricate strategy that allows things like wars of such a scope to occur with the need for proper pacing and atmospheric consistency. Ideally, one could slow down intervals during times of war, but that is beyond the scope, as far as I know, of what the game speed settings can do, and the attentions of the programming people are better focused on non-cosmetic matters.
Taking inspiration from the flawed but impressively ambitious Empire Earth game, one that I understand has been previously touted by Hydromancerx as a possible inspiration for C2C (I'd recognise the "Caveman" side of the menu any day of the Holocene!), I have created a secondary, more tentative proposal for consideration.
Note that unless otherwise noted, each era still lasts 500 turns:
This stretches the total turns to 6800, a bit of a pickle for Mastery-lovers like me, but allows a greater delineation of such periods as that of Sumer, Ancient Egypt, the Age of Discovery and both the Ancient Near East and Greece. Meanwhile, the Napoleonic Wars stretch to a more reasonable 72 turns, WWI to 53 and WWII 73. Plenty of time, especially taking into account increased unit speeds, for all the manouevres, schemes and gambits you could ask for.
I personally prefer, possessing as I do a rather potent computer system and the ability to put up with longer turn times in exchange for higher quality and deeper content, to play on Gigantic maps, and am in the process of devising a new preset Giant Earth Map scenario with my preferred game options, that will account for the new Prehistoric starting era. I realize this is not to everyone's taste, so in the event I ever incorporate this speed in the mod, I would have it as a new, specially labelled speed nothing it's intended usage, and ideally, have it as an easily deactivable modular component.
The chief reason for the alteration in building speeds is both because of the influence buildings play in scientific and civilizational development speeds, and because of the default building speeds were designed under a system featuring far, far less buildings than C2C's 1200+. The fundamental dynamics of buildings and what functions they fulfill have been radically altered, specialized and diversified under this new game model, and so a revision of these rules is probably a good place to start in the area of game speed alteration.
Leaving aside those issues for a moment, my speed plan works on a fundamental assumptions that may or may not be correct as of this time of writing, but which the equalization of tech tree costs will no doubt aid in and which my own playtesting seems to confirm, though having only autoplayed as far as 1000 turns as Polynesia, "results may vary".
This assumption is, simply put, that each era, under the conditions that I have set, will take roughly around 500 years. This time was chosen not just based on my playtesting, but because it simultaneously lives up to Marathon claim of each era being as long as a full game, and divides neatly the 9 different era's into Eternity's total of 4500 turns. From this, I calculating what, roughly, in real life the various technological "eras" of C2C would chronologically have corresponded do, coming to these figures:
Spoiler :
Prehistoric Era (12,000-3000 BC)
18 years per turn
Ancient Era (3000-500 BC)
5 years per turn
Classical Era (500 BC/AD)
2 years per turn
Medieval Era (500-1400)
22 months per turn
Renaissance Era (1400-1800)
10 months per turn
Industrial Era (1800-1950)
4 months per turn
Modern Era (1950-2050)
2 months per turn
Transhuman Era (2050-2200)
4 months per turn
Galactic Era (2200-3000)
19 months per turn
18 years per turn
Ancient Era (3000-500 BC)
5 years per turn
Classical Era (500 BC/AD)
2 years per turn
Medieval Era (500-1400)
22 months per turn
Renaissance Era (1400-1800)
10 months per turn
Industrial Era (1800-1950)
4 months per turn
Modern Era (1950-2050)
2 months per turn
Transhuman Era (2050-2200)
4 months per turn
Galactic Era (2200-3000)
19 months per turn
While initial flaws regarding a 2166 endgame (me being unaware you could have one "interval" slower in months elapsed than the previous nor that you could go back from months to years) have been worked out, one flaw still gnaws: The extreme brevity of the Napoleonic and both World Wars. Under this system, the Napoleonic Wars would last a mere 36 turns, WWI 13 and WWII 18. While it is principally the province of scenarios and mods in their own right (such as The Road to War or asioasioasio's WWII 1939, or even entirely different games like the superb Hearts of Iron series) to give such detailed focus to specific eras, this remains the biggest flaw in my plan.
You could say I should "slow down" the clock in those specific eras, but this designation is quite arbitrary. Why should the clock be slowed down if, say, this era is a time of peace or stagnation? Why should the clock not be slowed down if something of a similar scope and scale happens in, say, 1850 or 1970? The only viable solution I could see to these issues was to abandon my previous restriction of 500 turns per era for something a bit more flexible, one that added a new (interval defined) "era" between the Renaissance and the Industrial era, and slowed down the late industrial/modern era to account for the incredible increase in pace that life, technology and warfare have taken during these eras.
Ultimately, when designing such eras, we must balance the need for intricate strategy that allows things like wars of such a scope to occur with the need for proper pacing and atmospheric consistency. Ideally, one could slow down intervals during times of war, but that is beyond the scope, as far as I know, of what the game speed settings can do, and the attentions of the programming people are better focused on non-cosmetic matters.
Taking inspiration from the flawed but impressively ambitious Empire Earth game, one that I understand has been previously touted by Hydromancerx as a possible inspiration for C2C (I'd recognise the "Caveman" side of the menu any day of the Holocene!), I have created a secondary, more tentative proposal for consideration.
Note that unless otherwise noted, each era still lasts 500 turns:
Spoiler :
Neolithic (12,000-5000 BC)
14 years per turn
Copper Age (5000-2000 BC)
6 years per turn
Bronze Age (2000-500 BC)
3 years per turn
Iron Age (500 BC/AD)
2 years per turn
Middle Ages (500-1400)
22 months per turn
Renaissance (1400-1700)
7 months per turn
Imperial Age (1700-1800)
2 months per turn
Industrial Age (1800-1900)
2 months per turn
Atomic Age (1900-2050)
1800 Turns
1 months per turn
Transhuman Era (2050-2200)
4 months per turn
Galactic Era (2200-3000)
19 months per turn
14 years per turn
Copper Age (5000-2000 BC)
6 years per turn
Bronze Age (2000-500 BC)
3 years per turn
Iron Age (500 BC/AD)
2 years per turn
Middle Ages (500-1400)
22 months per turn
Renaissance (1400-1700)
7 months per turn
Imperial Age (1700-1800)
2 months per turn
Industrial Age (1800-1900)
2 months per turn
Atomic Age (1900-2050)
1800 Turns
1 months per turn
Transhuman Era (2050-2200)
4 months per turn
Galactic Era (2200-3000)
19 months per turn
This stretches the total turns to 6800, a bit of a pickle for Mastery-lovers like me, but allows a greater delineation of such periods as that of Sumer, Ancient Egypt, the Age of Discovery and both the Ancient Near East and Greece. Meanwhile, the Napoleonic Wars stretch to a more reasonable 72 turns, WWI to 53 and WWII 73. Plenty of time, especially taking into account increased unit speeds, for all the manouevres, schemes and gambits you could ask for.
Culture Specific Religions Module/Game Option:
Spoiler :
I wish to emphasise that I would never advocate making any of what I'm proposing here mandatory. It will likely be the most controversial of all of my suggestions, and I understand that many people would not want to use it in their games. It woudl solely be an option for people who want it, much like Revolutions or Barbarian Civs.
My idea is to create:
A: Unresearchable starting techs, based on the ethnic citystyle of a civilization (So, for example, the Mongols would start with Mongol culture, the Romans with European culture, the Americans with Anglo-American culture, the Malinese, Zulu, Ethiopians with African culture, etc.). These technologies would be as follows:
B: Special projects with a cost of 1 which serve no purpose except founding a new religion. These projects would require, as prerequities, both the technology that originally founded that religion AND a specific "cultural" tech from above. These projects would be as follows:
My idea is to create:
A: Unresearchable starting techs, based on the ethnic citystyle of a civilization (So, for example, the Mongols would start with Mongol culture, the Romans with European culture, the Americans with Anglo-American culture, the Malinese, Zulu, Ethiopians with African culture, etc.). These technologies would be as follows:
Spoiler :
African Culture (Starting tech for Ethiopians, Malinese and Zulu)
Asian Culture (Starting tech for Chinese and Koreans)
Crescent Culture (Starting tech for Assyrians, Babylonians, Israelis and Sumerians)
European Culture (Starting tech for Dutch, English, French and Germans)
Mesoamerican Culture (Starting tech for Aztec, Inca, Maya, Olmec)
Self Explantory Ones:
American Culture
Arab Culture
Egyptian Culture
Greco-Roman Culture
Indian Culture
Japanese Culture
Mongolian Culture
Norse Culture
Asian Culture (Starting tech for Chinese and Koreans)
Crescent Culture (Starting tech for Assyrians, Babylonians, Israelis and Sumerians)
European Culture (Starting tech for Dutch, English, French and Germans)
Mesoamerican Culture (Starting tech for Aztec, Inca, Maya, Olmec)
Self Explantory Ones:
American Culture
Arab Culture
Egyptian Culture
Greco-Roman Culture
Indian Culture
Japanese Culture
Mongolian Culture
Norse Culture
B: Special projects with a cost of 1 which serve no purpose except founding a new religion. These projects would require, as prerequities, both the technology that originally founded that religion AND a specific "cultural" tech from above. These projects would be as follows:
Spoiler :
Andeanism (requires Astronomy and Mesoamerican Culture)
Asatru (requires Norse Culture and Ship Building)
Baha'i (requires Crescent Culture and Steam Power)
Buddhism (requires Indian Culture and Meditation)
Christianity (requires Crescent Culture and Theology.)
Confucianism (requires Asian Culture and Code of Laws)
Druidism (requires Druid Culture and Naturopathy)
Hellenism (requires Athletics and Greco-Roman Culture)
Hinduism (requires Indian Culture and Polytheism)
Islam (requires Arab Culture and Education.)
Judaism (requires Crescent Culture and Monotheism)
Kemetism (requires Egyptian Culture and StarGazing)
Mesopotamism (requires Caste System and Crescent Culture)
Mormonism (requires American Culture and Representative Democracy)
Naghualism (requires Mesoamerican Culture and Sacrifice Cult)
Ngaiism (requires African Culture and Livestock Domestication)
Shinto (requires Japanese Culture and Mathematics)
Taoism (requires Asian Culture and Philosophy)
Tengriism (requires Mongolian Culture and Horseback Riding)
Voodoo (requires African Culture and Fundamentalism)
Yoruba (requires African Culture and Music)
Zoroastrianism (requires Crescent Culture and Dualism)
In addition to this, some religions, in a Manhattan Project like manner, would enable others to be built (with the proper technologies first, as usual):
Buddhism->Shinto
Christianity->Mormonism
Judaism->Christianity->Islam->Baha'i
Asatru (requires Norse Culture and Ship Building)
Baha'i (requires Crescent Culture and Steam Power)
Buddhism (requires Indian Culture and Meditation)
Christianity (requires Crescent Culture and Theology.)
Confucianism (requires Asian Culture and Code of Laws)
Druidism (requires Druid Culture and Naturopathy)
Hellenism (requires Athletics and Greco-Roman Culture)
Hinduism (requires Indian Culture and Polytheism)
Islam (requires Arab Culture and Education.)
Judaism (requires Crescent Culture and Monotheism)
Kemetism (requires Egyptian Culture and StarGazing)
Mesopotamism (requires Caste System and Crescent Culture)
Mormonism (requires American Culture and Representative Democracy)
Naghualism (requires Mesoamerican Culture and Sacrifice Cult)
Ngaiism (requires African Culture and Livestock Domestication)
Shinto (requires Japanese Culture and Mathematics)
Taoism (requires Asian Culture and Philosophy)
Tengriism (requires Mongolian Culture and Horseback Riding)
Voodoo (requires African Culture and Fundamentalism)
Yoruba (requires African Culture and Music)
Zoroastrianism (requires Crescent Culture and Dualism)
In addition to this, some religions, in a Manhattan Project like manner, would enable others to be built (with the proper technologies first, as usual):
Buddhism->Shinto
Christianity->Mormonism
Judaism->Christianity->Islam->Baha'i
Addendum Regarding Religions:
Spoiler :
Just a quick little note, actually: I was wondering whether some of the excellent ideas from abbamouse's Realistic Religions mod could possibly be incorporated into C2C, with his permission, of course. It was one of the first Civ IV mods I ever played, and while it no longer works with Warlords and BtS, the main ideas behind it are very interesting and very sound. One of my personal favorites was the reduction of Christianity's spread rate to increase missionary activity and the various modelings of dietary restrictions. Only real issue I can see in implementation is the way he has the food penalties (giving and for particular resources for temple and cathedral buildings to counteract these resources bonuses), since A. There are a lot of buildings i.e. the supermarket, nightclub, grocery etc. that will still outweight these penalties and B. The issue of the "fake" resources that require a combination of resources in city vicinity. Guess those would again be a programmers issue. I see some of his ideas have been incorporated already (religions now give different bonuses, missionaries are renamed) so I figured I might as well put it forward.
Great Person Only Techs:
Spoiler :
Okay, this time I will quote a post, since it's fairly recent and fairly summative:
I like the idea of the GP-only techs and wonders.. for the techs, you could do something like what Hydromancerx was suggesting for RoM's Civ V edition, with these "special" techs representing lost or alternate paths for history. For instance:
Prehistoric: Megafauna Domestication (Both potent and alternate history)
Ancient: Ancient Computing (The Antikythera mechanism writ large: Big boosts to science output and the speed and power of all naval vessels right up to the atomic age. Also greatly speeds up calculation and computer-based technologies like Mathematics, Architecture, Computers, Radar etc.)
Classical: Greek Fire (Enables a new Fire Galley unit, ala Age of Empires, and a new Fire Tower building for the ultimate in pre-gunpowder defense.)
Medieval: Lost Relics (Enables the "discovery" of special items like the Ark of the Covenant, Shroud of Turin, etc. that act as world wonders with enormous benefits for particular religions. Would need at least one wonder for each religion of that time)
Renaissance: Da Vinci Tech (For lack of a better word. Early glider technology and aircraft in the Renaissance)
Industrial: Supertech (For lack of a better word, again. Think something like the early-Dreadnought that is this monstrosity.
Modern: Ultraefficient Motor (Something akin to those urban legends about suppressed 200 MPG carburetors. A benefit akin to early Fusion or SMAC's Clean Reactors, with virtually no upkeep costs for engine-based units and greatly increased speed. Downside, of course, is that it would probably reduce the value of fossil fuels...)
Transhuman: Sapient AI (The potential for a global "robot rebellion", with a new faction, ala Planetfall's way of handling the SMAX factions, popping up and seceding from mankind, taking all the robotic units with it.).
Space: Time Travel (Dunno. Always difficult to use as a device without seeming contrived. Maybe some world wonder that enables you to recover any units lost in battle 10% of the time at the base the wonder is in?)
Civic Specific/Great Person Only Buildings:
Spoiler :
There are a couple of very minor revisions to three wonders that would restrict them to particular civics. These should all be very self explanatory, but feel free to ask for my reasoning if you wish:
Central Bank: Corporatist, Green, Guilds, Mercantile, Planned, Regulated, Slavery
Universal Healthcare: Subsidized, Socialized
Women's Suffrage: Democracy, Federal, Republic
Under any other civic, these wonders will neither be able to be build nor have any effect.
Per Thunderbrd's proposal for boosting the power of non-Prophet , I have come up with a list of wonders that, based on historical criteria, should be restricted to the following categories of .
Great Artist
Carhenge
J.S. Bach's Cathedral
Phidias Statue Workshop
Plato's Academy
Rock N Roll
The Sistine Chapel
The Statue of Liberty
Great Doctor
Cure for Cancer
Hippocratic Oath
Great Engineer
Akshardam
Archimede's Workshop
Brandenburg Gate
Leaning Tower of Pisa
Leonardo's Workshop
Mausoleum of Maussallos
Sultan Qaboos Grand Mosque
The Eiffel Tower
World Trade Center
Great General
King Richard's Crusade
Sun Tzu's Art of War
Great Merchant
Adam Smith's Trading Company
Bolshoi
Magellan's Voyage
Marco Polo's Embassy
World News Network
Great Scientist
Copernicus Observatory
Edison's Workshop
Einstein's Laboratory
Isaac Newton's College
In addition, I have listed (national) wonders that should be buildable, but not restricted to solely being built by this type of
Great Artist
Amusement Park
Globe Theatre
Heroic Epic
Modern Art Theatre
Movie Studio
Mt. Rushmore
National Epic
National TV Station
Great Doctor
Medical Clinic
Red Cross
Research Hospital
Great General
West Point
Great Merchant
Amusement Park
Chemical Plant
Fertilizer Plant
Ironworks
National Courier System
National Mint
National TV Station
Recording Studio
Replicator Plant
Rubber Plant
Travel Agency
Treasury
Great Scientist
Computer Center
Deep Space Research Institute
Mind Storage
Nanite Lab
Nano Research Department
National Science Foundation
National Weather Service
Oxford University
Radio Telescope
Replicator Plant
Space Laboratory
Supercollider
Great Spy
Homeland Security Department
Propaganda Net
Radio Telescope
Central Bank: Corporatist, Green, Guilds, Mercantile, Planned, Regulated, Slavery
Universal Healthcare: Subsidized, Socialized
Women's Suffrage: Democracy, Federal, Republic
Under any other civic, these wonders will neither be able to be build nor have any effect.
Per Thunderbrd's proposal for boosting the power of non-Prophet , I have come up with a list of wonders that, based on historical criteria, should be restricted to the following categories of .
Great Artist
Carhenge
J.S. Bach's Cathedral
Phidias Statue Workshop
Plato's Academy
Rock N Roll
The Sistine Chapel
The Statue of Liberty
Great Doctor
Cure for Cancer
Hippocratic Oath
Great Engineer
Akshardam
Archimede's Workshop
Brandenburg Gate
Leaning Tower of Pisa
Leonardo's Workshop
Mausoleum of Maussallos
Sultan Qaboos Grand Mosque
The Eiffel Tower
World Trade Center
Great General
King Richard's Crusade
Sun Tzu's Art of War
Great Merchant
Adam Smith's Trading Company
Bolshoi
Magellan's Voyage
Marco Polo's Embassy
World News Network
Great Scientist
Copernicus Observatory
Edison's Workshop
Einstein's Laboratory
Isaac Newton's College
In addition, I have listed (national) wonders that should be buildable, but not restricted to solely being built by this type of
Great Artist
Amusement Park
Globe Theatre
Heroic Epic
Modern Art Theatre
Movie Studio
Mt. Rushmore
National Epic
National TV Station
Great Doctor
Medical Clinic
Red Cross
Research Hospital
Great General
West Point
Great Merchant
Amusement Park
Chemical Plant
Fertilizer Plant
Ironworks
National Courier System
National Mint
National TV Station
Recording Studio
Replicator Plant
Rubber Plant
Travel Agency
Treasury
Great Scientist
Computer Center
Deep Space Research Institute
Mind Storage
Nanite Lab
Nano Research Department
National Science Foundation
National Weather Service
Oxford University
Radio Telescope
Replicator Plant
Space Laboratory
Supercollider
Great Spy
Homeland Security Department
Propaganda Net
Radio Telescope