Two of the larger features that I want to address in this version of the mod are including a new victory type (Humanitarian Victory) and introducing more stuff to do during the late game. I think these two aspects are related to each other, as well as related to other more minor things that have been suggested.
Instead of just being mysterious and then just dropping an update on you again, I'd like to share my current thoughts and discuss this here first.
Humanitarian Victory
I've been thinking about this for a while, and I think I've mentioned it here a couple of times. I've read an article once that dealt with the inherent cultural assumptions that are ingrained in our games and are in turn perpetuated in this way, and it made its point very effectively in my opinion that even the Civilization series with its many non-violent aspects still only had victory options that directly or indirectly involve violence and some measure of superiority, while neglecting aspects that should actually be goals of human progress, such as health, elimination of poverty and human rights.
I'd like to address that in DoC with this new victory type. As would be fitting for such a victory type, I'd like to make it a cooperative victory: all civs contribute to a common set of goals. To actually win, a civilization also needs to fulfill some stricter requirements so that it cannot ride on the coattails of others.
I'm not sure what the goals would be exactly. Here are some of my current ideas as examples:
- Climate Control: no threatening pollution for 25 turns, don't produce threatening pollution yourself
- Peacekeeping: no wars for 25 turns, have a lower infamy than 3/4 of all civs
- Human Rights: Egalitarianism and Public Welfare in all civilizations, have a certain amount of happiness in your own civilization
- Self-Determination: all possible resurrections are alive, you control no ahistorical territory/cities
- Foreign Aid: X gold/production invested by everyone, Y of it by you
- Great Minds: X great prophets/artists/scientists/engineers/merchants/statesmen invested by everyone, Y of that by you
It could also work so that the victory is won when, say 5 out of 6 of these goals are fulfilled.
To make some of this stuff work, I think it makes sense to overhaul the aspects related to it.
Multilateral Diplomacy
I think it makes sense to both make the UN a requirement for Humanitarian victories as well as a tool to accomplish them. There are already resolutions in place to stop wars. There could be a similar resolution to reduce greenhouse emissions (giving everyone a negative production modifier, but also reduced pollution).
There should also be more tools to make the interaction inside the UN more interesting. I'll try to add an option where you can ask the AI to vote in favor of your next proposal. Furthermore, I'd like to introduce a concept called infamy, which is inspired by the similar mechanic in EU3. Infamy represents how civilizations are seen as untrustworthy by the international community. Infamy is accumulated by refusing accepted resolutions, but also by committing other atrocities such as raising cities or using nuclear weapons. Infamy will be a source of unhappiness (replacing the flat unhappiness resulting from refused resolutions) and instability (replacing the direct unhappiness from razing cities) and at higher level, enable resolutions of economic sanctions or UN peacekeeping forces against you.
I'm am also thinking about a metric for the opposite, i.e. you gain trust by other civilizations by committing your resources to humanitarian issues, which increases the chances that others will vote for your resolutions or support you as UN secretary.
Maybe all these new options will require a redesign of the UN voting dialogs, because they are quite unwieldy already.
Another option that I could add while making these changes is proposing to declare an obsolete wonder as world cultural heritage. That wonder would then produce extra gold equal to its culture output to represent tourism.
Global Warming
I think global warming can be better, and the best way to improve this is to include K-Mod's global warming system. The most important changes there are that overall global pollution is compared to an overall global tolerance for pollution, which in turn depends on the number of forests etc. on the map. It also changes the consequences of global warming to be more realistic (no instant desertification anymore).
Late Game Issues
Aside from the long turn times, a major problem of the late game, especially the modern era, is that production begins to outgrow the cost of available things to build, and that at some point you either have all available buildings or certain buildings are not worth it for the time left. So that leaves units to build, which is not very satisfying as well, especially when you don't plan to expand militarily anymore.
If global warming becomes more of an issue, production reduction to battle it might already reduce this problem somewhat. I'll also look at adjusting costs.
Another thing that will be introduced plays into the Humanitarian victory: there will be a new, unlimited and repeatable project called "Foreign Aid" where each production is counted towards the global foreign aid counter to serve as a new production sink.
I'm also thinking about adding more steps to the space race. I think its current implementation is kind of uninteresting. You build one project to land on the moon, then the next step is constructing an interstellar space ship. It could be much more interesting to add some additional steps along the way, for instance:
- first orbital satellite
- first person in space
- moon landing
- orbital space station
- search for viable planets to settle (space telescope?)
- orbital or lunar base to construct the interstellar ship
- construction of the ship itself as usual
The intermediate steps could themselves be rather expensive and consist of components so that they could occupy multiple cities. I could also imagine scaling all costs, or the number of required components with empire size, at least for the final space ship (large civs need to transport more people). This way, the space victory isn't that much of a cheap afterthough for a civ that has grown large through military expansion.
Some of these intermediate projects could be global in effect, that is only one civ needs to complete them so that all others can move on to the next one. Being the one to complete it could be rewarded with space production modifiers instead. The moon landing could also trigger a golden age to represent the propaganda aspect of the space race.
As a secondary point, GPs are another resource that becomes less valuable late in the game. I think it therefore makes sense to require them for humanitarian victories as well. They could receive a new mission that has them contribute to a humanitarian cause:
- prophet: foster religious understanding
- artist: preserve cultural traditions
- merchant: aid economic development
- scientist: improve education
- engineer: improve infrastructure
- statesman: support global peace
(Generals and spies should not be able to contribute here.)
That's it for the moment, discuss.
Instead of just being mysterious and then just dropping an update on you again, I'd like to share my current thoughts and discuss this here first.
Humanitarian Victory
I've been thinking about this for a while, and I think I've mentioned it here a couple of times. I've read an article once that dealt with the inherent cultural assumptions that are ingrained in our games and are in turn perpetuated in this way, and it made its point very effectively in my opinion that even the Civilization series with its many non-violent aspects still only had victory options that directly or indirectly involve violence and some measure of superiority, while neglecting aspects that should actually be goals of human progress, such as health, elimination of poverty and human rights.
I'd like to address that in DoC with this new victory type. As would be fitting for such a victory type, I'd like to make it a cooperative victory: all civs contribute to a common set of goals. To actually win, a civilization also needs to fulfill some stricter requirements so that it cannot ride on the coattails of others.
I'm not sure what the goals would be exactly. Here are some of my current ideas as examples:
- Climate Control: no threatening pollution for 25 turns, don't produce threatening pollution yourself
- Peacekeeping: no wars for 25 turns, have a lower infamy than 3/4 of all civs
- Human Rights: Egalitarianism and Public Welfare in all civilizations, have a certain amount of happiness in your own civilization
- Self-Determination: all possible resurrections are alive, you control no ahistorical territory/cities
- Foreign Aid: X gold/production invested by everyone, Y of it by you
- Great Minds: X great prophets/artists/scientists/engineers/merchants/statesmen invested by everyone, Y of that by you
It could also work so that the victory is won when, say 5 out of 6 of these goals are fulfilled.
To make some of this stuff work, I think it makes sense to overhaul the aspects related to it.
Multilateral Diplomacy
I think it makes sense to both make the UN a requirement for Humanitarian victories as well as a tool to accomplish them. There are already resolutions in place to stop wars. There could be a similar resolution to reduce greenhouse emissions (giving everyone a negative production modifier, but also reduced pollution).
There should also be more tools to make the interaction inside the UN more interesting. I'll try to add an option where you can ask the AI to vote in favor of your next proposal. Furthermore, I'd like to introduce a concept called infamy, which is inspired by the similar mechanic in EU3. Infamy represents how civilizations are seen as untrustworthy by the international community. Infamy is accumulated by refusing accepted resolutions, but also by committing other atrocities such as raising cities or using nuclear weapons. Infamy will be a source of unhappiness (replacing the flat unhappiness resulting from refused resolutions) and instability (replacing the direct unhappiness from razing cities) and at higher level, enable resolutions of economic sanctions or UN peacekeeping forces against you.
I'm am also thinking about a metric for the opposite, i.e. you gain trust by other civilizations by committing your resources to humanitarian issues, which increases the chances that others will vote for your resolutions or support you as UN secretary.
Maybe all these new options will require a redesign of the UN voting dialogs, because they are quite unwieldy already.
Another option that I could add while making these changes is proposing to declare an obsolete wonder as world cultural heritage. That wonder would then produce extra gold equal to its culture output to represent tourism.
Global Warming
I think global warming can be better, and the best way to improve this is to include K-Mod's global warming system. The most important changes there are that overall global pollution is compared to an overall global tolerance for pollution, which in turn depends on the number of forests etc. on the map. It also changes the consequences of global warming to be more realistic (no instant desertification anymore).
Late Game Issues
Aside from the long turn times, a major problem of the late game, especially the modern era, is that production begins to outgrow the cost of available things to build, and that at some point you either have all available buildings or certain buildings are not worth it for the time left. So that leaves units to build, which is not very satisfying as well, especially when you don't plan to expand militarily anymore.
If global warming becomes more of an issue, production reduction to battle it might already reduce this problem somewhat. I'll also look at adjusting costs.
Another thing that will be introduced plays into the Humanitarian victory: there will be a new, unlimited and repeatable project called "Foreign Aid" where each production is counted towards the global foreign aid counter to serve as a new production sink.
I'm also thinking about adding more steps to the space race. I think its current implementation is kind of uninteresting. You build one project to land on the moon, then the next step is constructing an interstellar space ship. It could be much more interesting to add some additional steps along the way, for instance:
- first orbital satellite
- first person in space
- moon landing
- orbital space station
- search for viable planets to settle (space telescope?)
- orbital or lunar base to construct the interstellar ship
- construction of the ship itself as usual
The intermediate steps could themselves be rather expensive and consist of components so that they could occupy multiple cities. I could also imagine scaling all costs, or the number of required components with empire size, at least for the final space ship (large civs need to transport more people). This way, the space victory isn't that much of a cheap afterthough for a civ that has grown large through military expansion.
Some of these intermediate projects could be global in effect, that is only one civ needs to complete them so that all others can move on to the next one. Being the one to complete it could be rewarded with space production modifiers instead. The moon landing could also trigger a golden age to represent the propaganda aspect of the space race.
As a secondary point, GPs are another resource that becomes less valuable late in the game. I think it therefore makes sense to require them for humanitarian victories as well. They could receive a new mission that has them contribute to a humanitarian cause:
- prophet: foster religious understanding
- artist: preserve cultural traditions
- merchant: aid economic development
- scientist: improve education
- engineer: improve infrastructure
- statesman: support global peace
(Generals and spies should not be able to contribute here.)
That's it for the moment, discuss.