Post -Apocalypse Alt History Brainstorming Thread

Hydromancerx

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We did not have a thread for this yet so I made one.

This is a thread for proposing techs, civics, wonders, buildings and units for the proposed Post -Apocalypse alternate history and for debate on their overall design philosophy(How it is different from its contemporary regular history)

Suggestions that are not objected to in 24 hours or whose objections have been resolved to the satisfaction of both parties go up on the list. Objects on the list will be credited to their original suggesters.

When making suggestions about technologies it is helpful but NOT necessary to also suggest what tech(s) the technology may come from and what it may lead to, what civis, buildings, wonders and what units might be attached to it or provide an involved civilopedia entry but ask that you include a note about what it entails to guide people in finding appropriate connections with other suggested techs, civics, wonders, buildings and units. Suggested format below:
Tech name
Requires:
Leads to:
Wonders:
Buildings:
Units:
Special effects:
Civilopedia:
Notes:

When making suggestions about Civics it is helpful but NOT necessary to link them to a technology or give it an involved civiloedia entry but we ask you to include a detailed account of what the civic does. Please refer to existing civics for examples of what can and probably should be done by a civc.

When making suggestions about wonders it is helpful but NOT necessary to link them to a tech or to provide an involved civilopedia entry but we ask you to include other building and resource requirements, it's proposed effects, and some notes about what it entails to help people connect it to appropriate techs. Suggested format below:
Wonder name
Requires: technology/building/resource
Effects:
Civilopedia:
Notes:

Buildings are similar
Building Name
Requires: technology/buildings/resources
Effects:
Civilopedia:
Notes:

When making suggestions about units it is helpful but NOT necessary to link them to a tech or provide a long civilopedia entry but we ask you to include other building and resource requirements, a detailed account of the units stats including what category it is, and some notes about what it entails to help people connect it to appropriate techs and buildings.
Unit Name - Intended Alt History
Requires: technology/building/resource
Stats:unit type(flying, gunpowder, high tech)/strength, speed, first strikes/bonuses or penalties/free upgrades
Civilopedia:
Notes:

The object is to get as many ideas up in a coherent list as possible and worry about putting them together later.

While we are brainstorming connections can be made in the following way:
Hey I think unit X belongs under tech Y. I agree. Me too. *relevant entries have been changed*
Hey I think tech 1 should lead to tech 2. I agree. Me too. *relevant entries have been changed*

Changes to existing entries are made in a similar fashion.
Hey I think Building A is too powerful/not powerful enough and should be This Way. I agree. Me too. Let's ask/PM the original contributor if he/she has any input about the proposed changes. Everyone agrees? *relevant entries have been changed*"
Hey I think Unit Alpha is redundant/no longer fits and should be removed. I agree. Me too. Let's ask/PM the original contributor how he/she feels about that. Everyone agrees? *entry deleted*
 
So the way I see this working is this ...

1. You have a major disaster event such as a bunch of your cities are nuked, a biological plague outbreak event, or alien invasion.

2. Once triggered you will get Post-Apocalyptic Nomads which would work like the early game nomads.

3. These nomads can make refuge camps and produce Post-Apocalyptic Units.

4. If you survive the apocalypse the units would just upgrade normally to more advanced units. Thus each unit are not as good as to more proper units of your time.

5. Post-Apocalyptic Nomads and the event can only be triggered during the Modern Era.

What do you think?
 
Just wanted to say, this sounds like a really interesting idea.

There should be researchable options though to fix things before the world goes all apocalyptic- like super ecology scrubbing in lots of places if Civs work together or something, else your 200 hour game could suddenly, and without warning, collapse into ruin, just before you make it to the Galactic Era or something.
 
I just was pondering this. How does this work? Is it just a separate tech tree branch? Is there a way to bomb the world till stupid again? I was thinking a primary item of importance would be old technology that needs to be found again. So archaeological sites or ruins would give you some technology from you scavenging them. Just tossing it out. I don't know it is all doable with losing techs or either giving techs that make most things obsolete.
 
Here is a repost I made earlier in the ideas/discussions thread. Hope it inspires someone to explore the ideas and speak up about them.

I bet post-apocalyse should be an alternate era as well, since it could be avoided.

It could be started by a nuclear, biologic (zombie possibility), resource scarcity (peak oil), meteor, economic depression, dustbowl, volcanic, or technological event and have slightly different outcomes. There are lost of great alternate end-of the world/armageddon scenarios and ideas.
I like the idea of all sorts of what-if twists or options that could be checkable or random.

Here are some mods I've found:

[Beyond the Sword] Necro Cristi
http://forums.civfanatics.com/showthread.php?t=237238

and possibly
[BTS] Dune Wars
http://forums.civfanatics.com/showthread.php?t=335213
which has some great graphics btw. Could be used for Future Eras as well.

Civ4 - Fury Road Modpack (Mad Max)
http://forums.civfanatics.com/forumdisplay.php?f=301

[BTS] Nextwar Apocalypse!
http://forums.civfanatics.com/showthread.php?t=382418

Moderator Action: These Fractured States of America
http://forums.civfanatics.com/showthread.php?t=348417

[BTS] Petrol Future total mod!
http://forums.civfanatics.com/showthread.php?t=368198
has some oil refinery graphics - not sure if useful

[BTS] PetroMod: Oil Wars!
http://forums.civfanatics.com/showthread.php?t=277776

White Lies.Black Ops
http://forums.civfanatics.com/showthread.php?t=299922
this had some promising modern time ideas

Zombie Apocalypse (Civ V)
http://forums.civfanatics.com/showthread.php?t=418952

http://apolyton.net/showthread.php/38286-Post-Apocalyptic-Mod
http://www.weplayciv.com/forums/downloads.php?do=file&id=370

as far as some inspirational fiction that I like
(i will update this later)
the road
nature's end


http://en.wikipedia.org/wiki/Fallout_(series)
of course
http://en.wikipedia.org/wiki/Half-Life_(series)

http://rpgcharacters.wordpress.com/2009/05/25/5-truly-worthy-post-apocalyptic-rpgs/
http://forum.rpg.net/showthread.php?566159-Best-Post-Apocalyptic-RPG

http://www.imdb.com/list/2WCgJcXeSEQ/
http://shareranks.com/535,Top-20-Post-Apocalyptic-Movies
http://en.wikipedia.org/wiki/Zombie_apocalypse
http://brainz.org/10-greatest-apocalyptic-novels-all-time/
http://scifi.dead-donkey.com/viewtopic.php?t=2209
http://www.mactonnies.com/atma.html
http://forum.paradoxplaza.com/forum/showthread.php?537039-AlterVicky-Apocalypse-1836
http://forums.taleworlds.com/index.php?topic=140604.0
http://www.gameguru.in/features/2012/28/best-post-apocalyptic-games/#
http://www.gunsandammo.com/2011/11/15/the-8-best-guns-for-zombie-killing/
http://www.ridelust.com/10-vehicles-for-the-coming-zombie-apocalypse/
http://magdalena-healey.suite101.com/top-10-sciencefiction-books-for-nonfans-a99614

Hope it is inspirational
What do you all think of a post-apocalyptic alternate timeline era?

Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
Moderator Action:

Please tell me what you think.

Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
I am interested, but it seems to me there is a large gap here. The event that triggers Apocalyptic setting would determine a lot. A full scale nuclear war for example would matter on the terrain.

So I mean Dune Wars terrain might be useful for post-nuclear. I just visualize different scenarios. Biological may just kill humans, and you could have the opposite. Biological human virus could be everything is retaken by nature.

What I do not understand is how terrain would be, and the technology. Would you reach an end of the the post apocalypse time? And then when you do where do you sit on a tech tree? Do you instantly snap back into some normal timescale?
 
I have a suggestion for how this might play out.

1. The disaster happens (obviously).

2. The world/continent is covered in something akin to fallout (or in the case of a nuclear war getting out of hand, regular fallout). All tile improvements aside from a few roads are destroyed, so the player and AIs have no resources. A lot of grassland and such would be turned into desert or barren, etc.

3. All cities immediately take a population cut (also a culture cut). Smaller cities would be completely wiped out. Most (but not all) of the buildings in larger cities would be destroyed along with most (again not all) of the units in play. (Maybe bunkers could guarantee a limited number of units safety).

4. The fallout like effect would also increase rebelliousness dramatically, making most civs dissolve into a few warring city states.

5. Post apocalyptic versions of regular units would be discovered at the same time as their normal counterparts, but would only be enabled after the event happened. They would be much cheaper to build, but would be severely outclassed by their normal counterparts.

6. The fallout like effect could be removed by workers or fade with time.

(the effects could be increased or decreased depending on what kind of disaster happened)

This approach removes any need for techs to be forgotten and allows for a much slower and more natural transition back to normal gameplay. Rather than just have a point at which the apocalypse 'ends' it would completely change the game, even once the immediate effects were gone.
 
I have a suggestion for how this might play out.

1. The disaster happens (obviously).

2. The world/continent is covered in something akin to fallout (or in the case of a nuclear war getting out of hand, regular fallout). All tile improvements aside from a few roads are destroyed, so the player and AIs have no resources. A lot of grassland and such would be turned into desert or barren, etc.

3. All cities immediately take a population cut (also a culture cut). Smaller cities would be completely wiped out. Most (but not all) of the buildings in larger cities would be destroyed along with most (again not all) of the units in play. (Maybe bunkers could guarantee a limited number of units safety).

4. The fallout like effect would also increase rebelliousness dramatically, making most civs dissolve into a few warring city states.

5. Post apocalyptic versions of regular units would be discovered at the same time as their normal counterparts, but would only be enabled after the event happened. They would be much cheaper to build, but would be severely outclassed by their normal counterparts.

6. The fallout like effect could be removed by workers or fade with time.

(the effects could be increased or decreased depending on what kind of disaster happened)

This approach removes any need for techs to be forgotten and allows for a much slower and more natural transition back to normal gameplay. Rather than just have a point at which the apocalypse 'ends' it would completely change the game, even once the immediate effects were gone.

Sounds like a very good suggestion. Works just as well for an nuclear war, alien invasion e.g. H.G. Wells "War of the Worlds", home grown or alien virus e.g. "Andromeda Strain", or nano-plague. ;)

2 & 3 almost guarantee 4 especially if the trade network is destroyed ;)
 
Maybe the event that start the apocalypse could give a free building in all cities that is required for apocalypses units.
 
What keeps us from building the Post Apocalyptic units when there is no apocalypse?

The "normal" ones are better and the post apocalyptic ones upgrade to the normal ones.

So as I see:-
  1. Apocalypse happens removing access to many resources and destroying many buildings.
  2. This means that only the post-apo units can be built.
  3. As you recover buildings and resources the normal units become available.

So for each apocalypse you have a set of units that aren't quite as good as the normal units, do not require the same buildings and resources and upgrade to the normal units. It makes the whole apocalypse thing a bit more organic and does not require special code. Eg modern units require "oil products" which requires a refinery and ammunition but modern apocalypse units don't and if you make them not quite as good as cav all the better.
 
@Dancing Hoskuld

Ok lets take the Urban Crossbowman for example. These would come about if you lost even your oil, ammuntion and sulphur resources.

In a normal game you have ...

Light Crossbowman (Ancient Ballistics) -> Crossbowman (Engineering) -> Heavy Crossbowman (Metallurgy)

I would assume even with an Apocalypse we could make crossbows that rival the Heavy Crossbowman. So I am thinking possibly the upgrade path would be ...

Heavy Crossbowman (Metallurgy) -> Urban Crossbowman (Guerrilla Warfare) -> Musketman (Flintlock)

That way once you got sulphur back online then you could at least make Musketman again (and whatever they upgrade into).

I am not 100% sure if it would work. But I suppose we could always make the unit and see if it works.
 
Exactly. It would need to be thought out on a unit by unit level and apocalypse by apocalypse. A bit of thought and I am fairly sure we can have what we need without any programming work except XML.
 
what about linkin the post apocalyptic units to civis like tribal ore survival. the reason is that during an apocalypse sosciety as we know would break down, who would vote while the nuclear power plant is exploding ore whatever. The survivors would fall back in soscieties simplest forms. to represent this the player have to switch back to the simple civics to use the apocalyptic units. They were weaker but buildable without any special recources, after the apocalypse is over and you rebuild your country and switch back to more advanced civics the post apocalyptic units would dissapear
 
But linking them the apocalypse and the units to a forced civic change is a bit narrow. And not exactly suitable for all apocalypses.
It might work with some Nuclear War apocalypse, or a giant meteor.. things that go along with destroying huge parts of infrastructure and possible go hand in hand with an EMP.
Those wouls make modern comunication break down, and by that governments.

The crux with that is: A classic or medieval Civ would not be affected in the same way. A nuclear winter, wether it´s caused by actual nukes or a meteor) would still have svere effects, especially on farming. But where a railroad, telephone or computer network is pretty sensitive to the kind of destruction in the above scenarios, a comunications and trade network relying on courriers on horseback is not. A few horses might be killed and a few waystations hit so things slow down. But they wouldn´t break down the way modern comunications would, nor would governments. There´s a reason why aristorcatic systems were so widespread for milenia ;)

A pandemic on the other hand will always have roughly the same effect: killing large parts of the population.
 
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