The homelessguy
Chieftain
1)Actual population. It's easy, simply create a more
broadened idea of "Representaion".
Ok, early in the
game, the player starts off with a small ban of
tribesmen, say a cheif, two wariors and 5 laymen.
You simply move them all to a tile with live stock
points and hit the "Claim" tile.This activates the
ability to develope the land. You then use your
"laymen" to build a simple stone wall.The result is
that you are now domesticating livestock, and
then you build a town center.
This activates two triggers. The player is now a civ and can gather
resources.
TO be more distinct, The layout is a map
of tiles just like all past civ games. Yet in these,
you can zoom in, wether coming in contact with other
national units or to take up certain tasks, and it
becomes real time strategy for a certain amount
of time, given whatever scenario. This gives
the taste of more specific controle as a role playing
feature. And for the terrain itself, you can make
diversities. Like plains A type, B type C type and
such. Far more, all terrain types should hold the
capacity to have more than one trade good.
For instance
Grassland-A has: livestock points 20, Cash crops:15
vegetation:15 natural production:5 as basic tile info
and as for significant goods figure the ideal
cash crops:cotton,tobacco,wine,and sugar.
The live stock points could be cattle,
pig, chicken,sheep and horse for all grassland types.
The vegitation- rice, corn carrots, pottatoes and
tomatoes.
The vegetaion and cash crop types could change
with each class off terrain type.Figure at least
grapes, oats, barly, Wheat, hops, cocoa and alchohol.
These all can play factors in happiness, feeding the
players' civ, luxuries to tax in trade, both global
and domestic and create a new aspect I thought of.
Cultural balance, wich contributes to happiness,
growth and production.
All the players start off with
the advances of fire, hunting, simple stone working
And simple lumber working. With these advances, the
player can build simple "set structures" Like stone
stone walls(to domesticate animals)Town centers
(obviosly one per settlement to store resources),huts
(for people to reside in),Stone-tool shacks( For
making tools, and quicker production of all stone
related construction)
Lumber shacks( For quicker development of all
structures, weapons and tools requiring lumber)
and finaly, weapon shacks(For making stone aged
weapons) All these "set structures serve a point base
purpose. Huts= +growth,
stone and lumbershacks= +production
town centers= +control, +happiness, +growth, +production.
weapon shacks= supply the military.
Now, when you build these structures, the growth and
population is like so. You have a population per say,
my idea behind representation is that of what each
civilian is doing. Each civilian can only handle one
job, and as the pop grows, the player will asign
different workers to gather or build different things,
on different tiles. When in the "world zoom" mode, this
is only represented by one unit. For instance, you
have say 100 workers mining shalestone on a mountain
tile, 215 mining limestone and 40 mining silver.
This
will be represented by 3 different units with a small
simble of each good at the upper left corner, when
you click on whicever one. Whichever mining camp
these goods are going to will also have these simbles
without having to click on the mining camp.Also,
wichever mining camp these workers are sending the
goods to, is where they're currently stationed. This
means the cities need to supply the mining camps with
food, tools and clothing points.(If the player also
supplies mines with luxuries contentment and
production points will be raised.
Far more, dirt paths,
dirt roads, stone roads ect. are needed to connect
resource colonies to the cities. Wichever type of
path is chosen will determine the speed of shipping.
You can also garrison soldiers as guards or to
repress civil dissorder, riot, rebellion, revolt in
colonies. Need I say that, as when you gather
resources out side of city limits, the site becomes a
colony. These colonies, when under the right
circumstances can also spawn population. However,
this is only done when the colony is pampered beyond
rational measure wich is an unusual yet possible luxury.
The next idea behind the whole population representitive
thing, is that, you can pull workers from whatever
job their doing, and make them do something else.
This will be most practice as you don't build people
persay. They just spur under the conditions of
whatever growth factors in any given situation.
This means recruiting soldiers. This is only acomplished
on a mass scale when the player can build barracks
which arrives with the composite lumber working
and military code advance early in the game. In
order to raise an army, you must first equip the people
then either make them fight in a battle, and if they
survive they become accomplished soldiers and gain
experience or battle points and become more effective at
whatever kind of soldier they are.
Or you can build
training academies and train in a variety of combat
types. Training academies arrive with warrior code.
The obvious first types in wich a player can train
during the stone age are spearmen, rock throwers, slingers
and clubmen. You can diversify however, for a more
in depth experience. When a player starts a game, yes
you start off with the basics, however, as a very civilization
method of science can be brought about in a very obvious
yet different face. You can't start off building academies
and universities, yet another option could be asigning
"sholars" to observe the way processes of growth are
brought forth.
A player can choose to asign Shcolars
to sites of building, gathering and fighting, to make
new discoveries. And the more shcolars you asign,
the more points to scientific advancement are gained.
Far more, whatever study a shcolar or group of
shcolars are studying, ofcourse thats what scientific
advance is becoming discovered over whatever
time in terms of the given situation. For example,
A player, in an early game sends 5 shcolars to study
workers making tools in a tool-shack, a possible
advancement could be halfted tools.
This advance
will be needed to get mining. When a player gets
halfted tools, the player can then advance to the
complexities of construction. Complex stone working
complex lumber working, and geometric design.
Also, the player can now make spears. In the begining,
a player starts off with simple lumber working, wich is
a decendant of bonded design needed to build slings
structures of lumber and stone walls. With bonded design,
the tree goes on to halfted tools(with tool making), clay molding,
and the complex forms of stone and lumber working.
After these are reached, the advancements become a bit more
specific. Complex stone working leads to masonry(with
calymolding).
Complex lumber working leads falconry(with
halfted tools), and so on.The main point is the free range
of multi-tasking in research, growth of building and resource
gathering and far more, the ability to trade and barter all
which can be gathered, including people. Now you may catch
my very pattern realated drift on where I'm going with
everything. Now as I was saying, with hafted tools, you can
asign tool workers to make hammers, studs, anvils, axes, shovels
saws, and knives. all made of pure lumber and stone ofcourse, wich gives off
the second lowest grade produtcion.
Another option of miro-
management is to click on a toolshack and either decide exactly
whats needs to be built and how many workers to asign building
whatever weaopons. Or, the player can pick from a list of whatever
can be built at the time given the terms of advancement, and just
let the makers craft as so.
Such as, Mining, lumberjacking, weaponry,
shipbuilding, seige craft, airplane design, and construction.
For example. A hut most likely requires say 500 production points,
50 wood and 100 studs. Workers can't build
at all armed with nothing, so you asign say 5 workers.
Arm each one with a hammer and 10 studs. If there are no lumber
points stored in the town center or any storage holds, then the player
could decide to send say 20 woodcutters armed with axes to gather
lumber. From there, they bring the loads to the town center,
the player clicks on the town center and clicks the "distribute lumber "
button and clicks on wichever lumber shack is closest to the building site.
Then click on the lumber shack and click the "meet demand" button and
click on the site to activate the feeding process.
As the construction becomes more complicated, the
requirments of more tools and more resources will be as grand.
The other idea of mine included types of weopons.
I myself beleive diversity and choice is a good thing,
so I have yet another good example, to enrich
the new experience. Say a player wants to produce
spears for military units. In the begining, the only spears
the player can make are all wooden. Yet when a player
gains halfted tools, that player can also make stone spears.
There are advantages and disadvantages to each kind.
Wooden spears are lighter weight and can be thrown,
and do more peirce damage.
Stone spears are sharper, broader and do more shock damage.
Before metal working has bin reached, a player can make
either type and that can create all kinds of tactical mixing.
I figure it's a good idea to at least be able to make at least
3 different types of whatever military unit given posible
differences.
Anyways, you can get away with much of these broadened
ideas, with using basic representaion. All any idea
could conceive, will be satisfied with the basic tools
of hammer, nail, saw, axe, shovel, knife, anvil, drill, screw,
pick, and chisel. These are all I beleive one could need
to satisfy the plausabilties of representaion, as I have
witnessed far lacking in knowledge in earlier civ games.
Any way, back to the military part. You can supply
civilians with armor and weopons, send them into
battle, and see if they can prove themselves worthy
enouph to stand as a military unit.
Or, when a player
sends shcolars to observe battles, the shcolar will gain
different points of knowledge of combat. For example,
each unit should be able to use a varied tactic.
3 attacking choices, and 3 defending choices.
Agian going back to the abc = 3 routes of execution.
First off, I'd like to tell what the hell I'm even talking about.
Say a player finaly gets halfted tools. Now with the
ability to use axes as opposed to hand axes,
the player can send tree cutters to gather lumber.
As they do so, the tree cutters gain in axe weilding
points. This can be used as a way to make them
axemen soldiers when they reach higher skill
levels. This theme of skill does not have to go
to deep into scope or measure, just a basic
meter to show that players can develope a
diversified military and workforce. This is also
where the use of scholars and educational
structures, play part in, as using them turns
out skilled workers or soldiers quicker.
There are a few side contributers that play part into
the idea of military and warfare. You can create a meter
indicating where the "warrior skill" is at. This indicates
the expeirence level of every soldier and how effective
they are either in the feild or stationed as guards at home
turf. Other elements are rank(soldier, officer, elite, commander)
and armor.
Tapping the idea of construction as what
material points are needed for what structure to what
materials make up the structure confing to strength(hit points)
and propety value, can also be used in military standerds.
What armor is a soldier wearing, like a swordsmen
(helm, chest plate, cuirass, pauldrons, greeves, boots
guantlets, bracers, mail ect.), to what these armors are
made of contribute to additive hit points, moral and influence.
So say a clubmen of a cp enguages a players' spearmen.
And lets say that spearmen is a wooden spearmen.
The player could comand the spearmen to throw the
spear at the oncoming clubmen and draw an axe or a knife,
as multi supplying is a must, to a limit obviously. If the spearmen
is well trained in speartossing as an A-type attack, the damge
undoubtedly will be greater, and even more so, if the clubmens'
warrior skill is not that high.
This is where memory and
diskspace room will be used the most. Still I think small
detailed factors like these will indeffinately cause people
to want to play the game all the more. These kind of "extras"
make people want to work to get computers to operate
good enough to run the game as smoothly as possible just
to be able to experience the the fukken aw inspiring
feeling of realy commanding a virtual nation and army with
such detail in choice.
I guarentee that one as a fact,
as I myself know the pains of having a mediocre computer
that is barely capable of running a good game, and then
upgrading and feeling for the first time, the complete
satisfaction of comanding a virtual world with new
and neverending desire for more. Thats just what I
beleive anyway. With that said, getting back to the
battle scenario, if the clubmens total skill is lesser,
the greater the damage from the toss may be.
And just now as I was writing that, I just realized
another great idea, for each attack class ranging
from one unit type to another, mixed or the same,
there also can be different defensive maneuvers
for each class of attack.
This can add real
mindnumbing visual aspects to the game,
at yet all the more cost of more developement work
and disk space. However, the spearmen, can draw
an axe, meet the clubmen. If the spearmen
is also skilled with an axe, then obviously
the better he will turn out.
So let's say, just for
example, that the now axemen takes a chop
at the clubmen. If the clubmens warrior skil is
high enough, he might block or dodge it.
If not, he might either take more damge,
or plain fall down as the axemen finishes him.
If the clubmen still fights, he is at an attack
advantage, yet a defensive disadvantage.
The clubmen is the most powerful unit until
metal working is discovered, as no weapon
kix as much ass as the club. Any way, all
battling matters are determined by the basic
and obvious pricibles of skill, weapon,
armor, influence and morale.
broadened idea of "Representaion".
Ok, early in the
game, the player starts off with a small ban of
tribesmen, say a cheif, two wariors and 5 laymen.
You simply move them all to a tile with live stock
points and hit the "Claim" tile.This activates the
ability to develope the land. You then use your
"laymen" to build a simple stone wall.The result is
that you are now domesticating livestock, and
then you build a town center.
This activates two triggers. The player is now a civ and can gather
resources.
TO be more distinct, The layout is a map
of tiles just like all past civ games. Yet in these,
you can zoom in, wether coming in contact with other
national units or to take up certain tasks, and it
becomes real time strategy for a certain amount
of time, given whatever scenario. This gives
the taste of more specific controle as a role playing
feature. And for the terrain itself, you can make
diversities. Like plains A type, B type C type and
such. Far more, all terrain types should hold the
capacity to have more than one trade good.
For instance
Grassland-A has: livestock points 20, Cash crops:15
vegetation:15 natural production:5 as basic tile info
and as for significant goods figure the ideal
cash crops:cotton,tobacco,wine,and sugar.
The live stock points could be cattle,
pig, chicken,sheep and horse for all grassland types.
The vegitation- rice, corn carrots, pottatoes and
tomatoes.
The vegetaion and cash crop types could change
with each class off terrain type.Figure at least
grapes, oats, barly, Wheat, hops, cocoa and alchohol.
These all can play factors in happiness, feeding the
players' civ, luxuries to tax in trade, both global
and domestic and create a new aspect I thought of.
Cultural balance, wich contributes to happiness,
growth and production.
All the players start off with
the advances of fire, hunting, simple stone working
And simple lumber working. With these advances, the
player can build simple "set structures" Like stone
stone walls(to domesticate animals)Town centers
(obviosly one per settlement to store resources),huts
(for people to reside in),Stone-tool shacks( For
making tools, and quicker production of all stone
related construction)
Lumber shacks( For quicker development of all
structures, weapons and tools requiring lumber)
and finaly, weapon shacks(For making stone aged
weapons) All these "set structures serve a point base
purpose. Huts= +growth,
stone and lumbershacks= +production
town centers= +control, +happiness, +growth, +production.
weapon shacks= supply the military.
Now, when you build these structures, the growth and
population is like so. You have a population per say,
my idea behind representation is that of what each
civilian is doing. Each civilian can only handle one
job, and as the pop grows, the player will asign
different workers to gather or build different things,
on different tiles. When in the "world zoom" mode, this
is only represented by one unit. For instance, you
have say 100 workers mining shalestone on a mountain
tile, 215 mining limestone and 40 mining silver.
This
will be represented by 3 different units with a small
simble of each good at the upper left corner, when
you click on whicever one. Whichever mining camp
these goods are going to will also have these simbles
without having to click on the mining camp.Also,
wichever mining camp these workers are sending the
goods to, is where they're currently stationed. This
means the cities need to supply the mining camps with
food, tools and clothing points.(If the player also
supplies mines with luxuries contentment and
production points will be raised.
Far more, dirt paths,
dirt roads, stone roads ect. are needed to connect
resource colonies to the cities. Wichever type of
path is chosen will determine the speed of shipping.
You can also garrison soldiers as guards or to
repress civil dissorder, riot, rebellion, revolt in
colonies. Need I say that, as when you gather
resources out side of city limits, the site becomes a
colony. These colonies, when under the right
circumstances can also spawn population. However,
this is only done when the colony is pampered beyond
rational measure wich is an unusual yet possible luxury.
The next idea behind the whole population representitive
thing, is that, you can pull workers from whatever
job their doing, and make them do something else.
This will be most practice as you don't build people
persay. They just spur under the conditions of
whatever growth factors in any given situation.
This means recruiting soldiers. This is only acomplished
on a mass scale when the player can build barracks
which arrives with the composite lumber working
and military code advance early in the game. In
order to raise an army, you must first equip the people
then either make them fight in a battle, and if they
survive they become accomplished soldiers and gain
experience or battle points and become more effective at
whatever kind of soldier they are.
Or you can build
training academies and train in a variety of combat
types. Training academies arrive with warrior code.
The obvious first types in wich a player can train
during the stone age are spearmen, rock throwers, slingers
and clubmen. You can diversify however, for a more
in depth experience. When a player starts a game, yes
you start off with the basics, however, as a very civilization
method of science can be brought about in a very obvious
yet different face. You can't start off building academies
and universities, yet another option could be asigning
"sholars" to observe the way processes of growth are
brought forth.
A player can choose to asign Shcolars
to sites of building, gathering and fighting, to make
new discoveries. And the more shcolars you asign,
the more points to scientific advancement are gained.
Far more, whatever study a shcolar or group of
shcolars are studying, ofcourse thats what scientific
advance is becoming discovered over whatever
time in terms of the given situation. For example,
A player, in an early game sends 5 shcolars to study
workers making tools in a tool-shack, a possible
advancement could be halfted tools.
This advance
will be needed to get mining. When a player gets
halfted tools, the player can then advance to the
complexities of construction. Complex stone working
complex lumber working, and geometric design.
Also, the player can now make spears. In the begining,
a player starts off with simple lumber working, wich is
a decendant of bonded design needed to build slings
structures of lumber and stone walls. With bonded design,
the tree goes on to halfted tools(with tool making), clay molding,
and the complex forms of stone and lumber working.
After these are reached, the advancements become a bit more
specific. Complex stone working leads to masonry(with
calymolding).
Complex lumber working leads falconry(with
halfted tools), and so on.The main point is the free range
of multi-tasking in research, growth of building and resource
gathering and far more, the ability to trade and barter all
which can be gathered, including people. Now you may catch
my very pattern realated drift on where I'm going with
everything. Now as I was saying, with hafted tools, you can
asign tool workers to make hammers, studs, anvils, axes, shovels
saws, and knives. all made of pure lumber and stone ofcourse, wich gives off
the second lowest grade produtcion.
Another option of miro-
management is to click on a toolshack and either decide exactly
whats needs to be built and how many workers to asign building
whatever weaopons. Or, the player can pick from a list of whatever
can be built at the time given the terms of advancement, and just
let the makers craft as so.
Such as, Mining, lumberjacking, weaponry,
shipbuilding, seige craft, airplane design, and construction.
For example. A hut most likely requires say 500 production points,
50 wood and 100 studs. Workers can't build
at all armed with nothing, so you asign say 5 workers.
Arm each one with a hammer and 10 studs. If there are no lumber
points stored in the town center or any storage holds, then the player
could decide to send say 20 woodcutters armed with axes to gather
lumber. From there, they bring the loads to the town center,
the player clicks on the town center and clicks the "distribute lumber "
button and clicks on wichever lumber shack is closest to the building site.
Then click on the lumber shack and click the "meet demand" button and
click on the site to activate the feeding process.
As the construction becomes more complicated, the
requirments of more tools and more resources will be as grand.
The other idea of mine included types of weopons.
I myself beleive diversity and choice is a good thing,
so I have yet another good example, to enrich
the new experience. Say a player wants to produce
spears for military units. In the begining, the only spears
the player can make are all wooden. Yet when a player
gains halfted tools, that player can also make stone spears.
There are advantages and disadvantages to each kind.
Wooden spears are lighter weight and can be thrown,
and do more peirce damage.
Stone spears are sharper, broader and do more shock damage.
Before metal working has bin reached, a player can make
either type and that can create all kinds of tactical mixing.
I figure it's a good idea to at least be able to make at least
3 different types of whatever military unit given posible
differences.
Anyways, you can get away with much of these broadened
ideas, with using basic representaion. All any idea
could conceive, will be satisfied with the basic tools
of hammer, nail, saw, axe, shovel, knife, anvil, drill, screw,
pick, and chisel. These are all I beleive one could need
to satisfy the plausabilties of representaion, as I have
witnessed far lacking in knowledge in earlier civ games.
Any way, back to the military part. You can supply
civilians with armor and weopons, send them into
battle, and see if they can prove themselves worthy
enouph to stand as a military unit.
Or, when a player
sends shcolars to observe battles, the shcolar will gain
different points of knowledge of combat. For example,
each unit should be able to use a varied tactic.
3 attacking choices, and 3 defending choices.
Agian going back to the abc = 3 routes of execution.
First off, I'd like to tell what the hell I'm even talking about.
Say a player finaly gets halfted tools. Now with the
ability to use axes as opposed to hand axes,
the player can send tree cutters to gather lumber.
As they do so, the tree cutters gain in axe weilding
points. This can be used as a way to make them
axemen soldiers when they reach higher skill
levels. This theme of skill does not have to go
to deep into scope or measure, just a basic
meter to show that players can develope a
diversified military and workforce. This is also
where the use of scholars and educational
structures, play part in, as using them turns
out skilled workers or soldiers quicker.
There are a few side contributers that play part into
the idea of military and warfare. You can create a meter
indicating where the "warrior skill" is at. This indicates
the expeirence level of every soldier and how effective
they are either in the feild or stationed as guards at home
turf. Other elements are rank(soldier, officer, elite, commander)
and armor.
Tapping the idea of construction as what
material points are needed for what structure to what
materials make up the structure confing to strength(hit points)
and propety value, can also be used in military standerds.
What armor is a soldier wearing, like a swordsmen
(helm, chest plate, cuirass, pauldrons, greeves, boots
guantlets, bracers, mail ect.), to what these armors are
made of contribute to additive hit points, moral and influence.
So say a clubmen of a cp enguages a players' spearmen.
And lets say that spearmen is a wooden spearmen.
The player could comand the spearmen to throw the
spear at the oncoming clubmen and draw an axe or a knife,
as multi supplying is a must, to a limit obviously. If the spearmen
is well trained in speartossing as an A-type attack, the damge
undoubtedly will be greater, and even more so, if the clubmens'
warrior skill is not that high.
This is where memory and
diskspace room will be used the most. Still I think small
detailed factors like these will indeffinately cause people
to want to play the game all the more. These kind of "extras"
make people want to work to get computers to operate
good enough to run the game as smoothly as possible just
to be able to experience the the fukken aw inspiring
feeling of realy commanding a virtual nation and army with
such detail in choice.
I guarentee that one as a fact,
as I myself know the pains of having a mediocre computer
that is barely capable of running a good game, and then
upgrading and feeling for the first time, the complete
satisfaction of comanding a virtual world with new
and neverending desire for more. Thats just what I
beleive anyway. With that said, getting back to the
battle scenario, if the clubmens total skill is lesser,
the greater the damage from the toss may be.
And just now as I was writing that, I just realized
another great idea, for each attack class ranging
from one unit type to another, mixed or the same,
there also can be different defensive maneuvers
for each class of attack.
This can add real
mindnumbing visual aspects to the game,
at yet all the more cost of more developement work
and disk space. However, the spearmen, can draw
an axe, meet the clubmen. If the spearmen
is also skilled with an axe, then obviously
the better he will turn out.
So let's say, just for
example, that the now axemen takes a chop
at the clubmen. If the clubmens warrior skil is
high enough, he might block or dodge it.
If not, he might either take more damge,
or plain fall down as the axemen finishes him.
If the clubmen still fights, he is at an attack
advantage, yet a defensive disadvantage.
The clubmen is the most powerful unit until
metal working is discovered, as no weapon
kix as much ass as the club. Any way, all
battling matters are determined by the basic
and obvious pricibles of skill, weapon,
armor, influence and morale.