Sarke
Warlord
Garret suggested someone start a thread regarding a possible mod with this theme. I'm gonna start throwing togeather a prototype using mostly stock warlords code..... just to see how something like this might come togeather....
What mods do you guys think would be of use in this kind of scenario?
Ideas:
Make the world generate mostly desert and tundra.... Maybe a small area on each map thats still "fertile" land.
Barbarians could come in two flavors (maybe even make them war with each other as well) - Brigands, and "Mutants" - Brigands are bands of "normal" humans who are just "trying to get by" -- and "Mutants" are people affected by the radiation and simply want revenge.
The game could begin at a set date. Perhaps the governments built massive shelters (akin to the "Vaults" in the fallout series) with a set date for them to open. Each player takes the role of the leader of one of these vaults. Having no knowledge of the world as it is now
It would be cool as all hell to generate "two" worlds... instead of blacking out unknown terrain if possible show it "pre-war" and as you explore it reveals what it looks like now....Dunno how possible this is (with the SDK I believe it is possible in some way thoug)... but would add an awsome effect.
Perhaps make it so that players can't create settlers until mid-late game. The player would have to conquor existing "barbarian" cities to expand. The player would have to keep various cultures in check and eventually bring those people to their style of thinking.
Technology could be an awsome mix of "old school" tech (horses, swords and the like) with modern tech. Maybe your initial units would be very powerful but you cant replace them (They are using the weaponry stored in the shelter). Basicly you'd start off as a godly force, but very quickly you'd be forced to make do with what you can find.
Make almost all units and many buildings require at least one resource. And make some resources depetable. If you discover a pre-war weapons cache you'd be able to build gun-totting guys for a few turns...but once it depletes your back to making swordsmen!
Religions - Theres so much that could be done here I can't even begin to type it out.
Civics- Civics could start off as a democrocy style government, with free everything. The guys in the shelters lived pretty free, laid back lives until the doors opened. These polocies arent going to control a bunch of gun-toting badguys though so LESS freedom might be better choices...
Leaders and Traits:
Lots you can do here. How would a modern nation "divide" the population when they need to effectively put people into shelters? Perhaps They put a large number of "great minds" into one, while another one might have been developed for "the common man" with lots more room. Each Leader could perhaps be given a "Personal Trait" and a "Society" trait....
Examples:
Personal Traits:
Great Mind: The Leader is all about research. Having decended from scientists of old he still carries on some of the knowledge, and all of the determination of his ancestors. Civ starts with 1 extra technology, and gets 1 free scientist in their capitol.
Iron Fist: The Leader has come to realize that the ways of the past didnt work in his shelter. He has developed a strict government in order to combat rioting, and other abuses by his people. Civ starts with a special government more effective than start (not availble by research?)
Society Traits:
Political Shelter: Many well known and skilled politicians were put inside this shelter. As the years passed, many of these skills were passed on. +1 to all diplomatic relations ("I always love dealing with your people"), and populations slightly less likely to revolt
Home of the Common Man: This shelter was designed to house large number of mid to low class people. While no special skills were required for entrance, the shelter had the advantage of extra space, and extra man power. The leader of this shelter had to deal with many more problems as a result, and has had more experience dealing with the kinds of situations that are likely to occur "outside". +1 hapiness in all cities, +1 population in all cities.
Leaky Shelter:
This shelter unfortunetly wasn't built to code - Due to numerous radiation leaks the people here have developed a look more akin to the mutants on the surface, and less like their otherwise safe brothers in other shelters. +1 relationship with mutants, More tollarance to radiation (units created in capitol able to enter some tiles that otherwise are impassible by normal units)
Radiation and other "world effects"
Radiation: Make a special tile that units that dont possess either a "suit" trait, or a "resistance" trait cant pass. Mutant cities can be founded on these tiles, making them a constant pain durring much of the game until you develop a way to capture them. Late game a tech could be developed for workers to clean up these tiles and make them useful again.
Acid Oceans:
Not only was the land destroyed in the war, but the oceans became like acid and are uncrossable. Coming up with ways of crossing it would be difficult until mid-late game!
2 Tech Trees:
If possible make 2 tech trees. Make one researchable, and the other one only obtainable through "goodie huts" and other unconvential methods. The second tree would be mostly pre-war tech that would be more powerful than other tech of the same era.
Anyway just a few ideas for this.... Please feel free to throw out your own ideas as well!
------
MODELLERS - We could use some themed models for the game.... What I know we need for sure: <--- These will be updated often!
"Shelter Warriors" - These guys are the
Slave workers - basicly cheap, but very ineffective workers. Because they dont have any protection against the radiation, they are very sickly looking. Perhaps the "Slave Master" (I was thinking making each unit 3 guys 1 slave master and 2 slaves) wearing a Hazmat suit)
Two-Headed Cows- A tribute to Fallout. These are going to be a food resource. Shouldnt be too hard to do.
Giant Scorpions - Another Fallout tribute. Animals suck.
Giant Shark - An animal in the water. Your mid-game boats certainlly won't be safe with these guys around!
Other Mutated animal life.
Vault City Graphic
Several flavors of "outsider" cities (ask for details)
Several flavors of Mutant cities
What mods do you guys think would be of use in this kind of scenario?
Ideas:
Make the world generate mostly desert and tundra.... Maybe a small area on each map thats still "fertile" land.
Barbarians could come in two flavors (maybe even make them war with each other as well) - Brigands, and "Mutants" - Brigands are bands of "normal" humans who are just "trying to get by" -- and "Mutants" are people affected by the radiation and simply want revenge.
The game could begin at a set date. Perhaps the governments built massive shelters (akin to the "Vaults" in the fallout series) with a set date for them to open. Each player takes the role of the leader of one of these vaults. Having no knowledge of the world as it is now
It would be cool as all hell to generate "two" worlds... instead of blacking out unknown terrain if possible show it "pre-war" and as you explore it reveals what it looks like now....Dunno how possible this is (with the SDK I believe it is possible in some way thoug)... but would add an awsome effect.
Perhaps make it so that players can't create settlers until mid-late game. The player would have to conquor existing "barbarian" cities to expand. The player would have to keep various cultures in check and eventually bring those people to their style of thinking.
Technology could be an awsome mix of "old school" tech (horses, swords and the like) with modern tech. Maybe your initial units would be very powerful but you cant replace them (They are using the weaponry stored in the shelter). Basicly you'd start off as a godly force, but very quickly you'd be forced to make do with what you can find.
Make almost all units and many buildings require at least one resource. And make some resources depetable. If you discover a pre-war weapons cache you'd be able to build gun-totting guys for a few turns...but once it depletes your back to making swordsmen!
Religions - Theres so much that could be done here I can't even begin to type it out.
Civics- Civics could start off as a democrocy style government, with free everything. The guys in the shelters lived pretty free, laid back lives until the doors opened. These polocies arent going to control a bunch of gun-toting badguys though so LESS freedom might be better choices...
Leaders and Traits:
Lots you can do here. How would a modern nation "divide" the population when they need to effectively put people into shelters? Perhaps They put a large number of "great minds" into one, while another one might have been developed for "the common man" with lots more room. Each Leader could perhaps be given a "Personal Trait" and a "Society" trait....
Examples:
Personal Traits:
Great Mind: The Leader is all about research. Having decended from scientists of old he still carries on some of the knowledge, and all of the determination of his ancestors. Civ starts with 1 extra technology, and gets 1 free scientist in their capitol.
Iron Fist: The Leader has come to realize that the ways of the past didnt work in his shelter. He has developed a strict government in order to combat rioting, and other abuses by his people. Civ starts with a special government more effective than start (not availble by research?)
Society Traits:
Political Shelter: Many well known and skilled politicians were put inside this shelter. As the years passed, many of these skills were passed on. +1 to all diplomatic relations ("I always love dealing with your people"), and populations slightly less likely to revolt
Home of the Common Man: This shelter was designed to house large number of mid to low class people. While no special skills were required for entrance, the shelter had the advantage of extra space, and extra man power. The leader of this shelter had to deal with many more problems as a result, and has had more experience dealing with the kinds of situations that are likely to occur "outside". +1 hapiness in all cities, +1 population in all cities.
Leaky Shelter:
This shelter unfortunetly wasn't built to code - Due to numerous radiation leaks the people here have developed a look more akin to the mutants on the surface, and less like their otherwise safe brothers in other shelters. +1 relationship with mutants, More tollarance to radiation (units created in capitol able to enter some tiles that otherwise are impassible by normal units)
Radiation and other "world effects"
Radiation: Make a special tile that units that dont possess either a "suit" trait, or a "resistance" trait cant pass. Mutant cities can be founded on these tiles, making them a constant pain durring much of the game until you develop a way to capture them. Late game a tech could be developed for workers to clean up these tiles and make them useful again.
Acid Oceans:
Not only was the land destroyed in the war, but the oceans became like acid and are uncrossable. Coming up with ways of crossing it would be difficult until mid-late game!
2 Tech Trees:
If possible make 2 tech trees. Make one researchable, and the other one only obtainable through "goodie huts" and other unconvential methods. The second tree would be mostly pre-war tech that would be more powerful than other tech of the same era.
Anyway just a few ideas for this.... Please feel free to throw out your own ideas as well!
------
MODELLERS - We could use some themed models for the game.... What I know we need for sure: <--- These will be updated often!
"Shelter Warriors" - These guys are the
Slave workers - basicly cheap, but very ineffective workers. Because they dont have any protection against the radiation, they are very sickly looking. Perhaps the "Slave Master" (I was thinking making each unit 3 guys 1 slave master and 2 slaves) wearing a Hazmat suit)
Two-Headed Cows- A tribute to Fallout. These are going to be a food resource. Shouldnt be too hard to do.
Giant Scorpions - Another Fallout tribute. Animals suck.
Giant Shark - An animal in the water. Your mid-game boats certainlly won't be safe with these guys around!
Other Mutated animal life.
Vault City Graphic
Several flavors of "outsider" cities (ask for details)
Several flavors of Mutant cities