Working Title...
Hi all! Here is my development thread. I'd love feedback, suggestions, whatever else you'd like to talk about here.
-----
I took my Power in my Hand —
And went against the World —
‘Twas not so much as David — had —
But I — was twice as bold —
I aimed by Pebble — but Myself
Was all the one that fell —
Was it Goliath — was too large —
Or was myself — too small?
Emily Dickinson's "I Took Power in My Hand"
Scenario Theme
This scenario is in the vein of, "something went wrong." The world came to ruin. Part of the gameplay is about uncovering hints as to what happened, but it is kept fairly cryptic (in my current thought process). I am thinking 1,000 years, or simply, "generations ago," to keep things vague (1,000 years is probably too much time to have passed). The short of this is that the world begins a warm, dry, cruel place in some spots, a muddy, swampy, jungly mess in others. Inspiration includes Gene Wolfe's Book of the New Sun, generally what I consider Earth after the nuclear wars of the Star Trek universe (in terms of tech -- if you think First Contact), a bit of Mad Max pepper, but -- and perhaps most of all -- the spirit and ethos of Sid Meier's Alpha Centauri.
You'll mostly start with blunt weapons, graduate to recycled rifles and other materials (not necessarily from "our time," but also other times after), and get back into the full swing of a functional "military." Thematically, I want to deal with lost causes, engrained extremism, repeating mistakes, resilience, and -- as Dickinson's poem would imply -- fearlessness in the face of impossible odds. Of course, I also want a cool parched landscape with ragtag militias facing off against painted warriors with axes, and a healthy dose of mutant shenanigans!
What are you, then? You are 1 of 7 factions, and your faction has banded together from likeminded tribes to pursue a common goal -- a true rekindling of civilization, but centered around a way of thinking/living rather than a concept of state.
Gameplay
The player begins either with 1-2 settler units, or 1 city -- TBA, depending on certain elements. I am trying to decide, and welcome feedback: Do I want a general "mod" instead of a scenario, in which the player makes the map? Or do I want a proper scenario? I am leaning towards the latter due to balancing issues for the factions and wanting to tell a story. I think it would be fun to make a giant world map that has been flooded, but in this instance, I want the factions to all begin somewhat near each other, with the exception of 1 (giving them a leg up). I know bigger map does not always equal better, though, so I am open to suggestions on how to approach this.
A big gameplay shift from the base game is that the factions are dramatically defined, for better or worse, providing a different experience each time you play. I aim to create events files for each faction, but hey, who knows how detailed these will be. It may be more thematic than anything else. The goal here, really, is to have balanced factions, but not necessarily balanced in the same ways. One faction may have stronger offensive units, but subpar happiness-focused wonders, for example. Another faction may have excellent research ability, but a terrible starting location.
In any case, you'll start with the map barely explored, and that single city / 1-2 settlers. So begins the traditional 4X experience, although I am writing a lot of narrative, hoping to immerse the player in the world.
There will be a full tech tree, which is a mingling of eras to represent the patchwork society that has been formed since the "end."
Still thinking about victory conditions!
Terrain Quirks / Map Stuff
Well, the base terrain for the map is pretty depressing. Dead forests, parched land, swamps, minimal resources. But the added ToTPP terrain tiles are lush. See the screenshot below. The initial goal for anyone in the game will be to find these lush zones, which I hope will be the element that will promote a lot of player-AI interaction (read: ugliness ). Still, the dead zones are not totally invaluable. There are ruined towns (goody huts), and perhaps with the help of Lua I can create some other interesting elements like terraforming.
This is another reason a huge map would be fun, is this aim of finding those more habitable areas.
Narrative
I want to tell a story through this experience, and ideally, it would be slightly different for each faction. I want the mystery of the world to come alive and for the player to wonder. Again, really inspired by SMAC. Revealing too much here would give too much away!
The Factions
A lot of inspiration from SMAC, but also mingling some elements of those factions and trying to keep them distinct. See below.
The Faithful
Believers in a higher power and in the sanctity of life. The Faithful follow the doctrine of old teachings a bit too closely, resulting in an obedient, fearful populace.
Current Gameplay Musings: Fast-moving offensive units, access to broad happiness-related wonders, +science structures come later
The Free Tribes
A growing confederation of tribal leaders who seek to unify the land and give voice to the liberated. Naive, and with a demanding populace.
Current Gameplay Musings: Excellent at exploration, easier to bribe units on the map, earlier access to a diplomat-like unit, more upkeep for happiness-related improvements(?)
The Farmers
Agricultural fanatics and protectors of seed banks. The Farmers are all about growth, but this also means keeping food from others.
Current Gameplay Musings: Better yields early on (for food), start with more settlers / randomly receive new settlers, weaker offensive units
The Brutal
Take what can be taken, for only the strong shall survive. Warlike tribes that have banded together, believing the world is an enemy that needs to be tamed. Nonetheless, honorable and concerned with hierarchies of strength.
Current Gameplay Musings: Powerful offensive units, access to Sun Tzu's, slow population growth
The Tinkerers
Experiment with this and that. Combine this and that. Find it, learn all about it, use it, reverse engineer it, make it better -- or more harmful. Science is for trying new things, even the things that should not be attempted, and at whatever the cost.
Current Gameplay Musings: As scientific as they are exploratory, amazing research, access to Leo's throughout the game(?), weaker defensive units
The Archivists
History can lead the way, and must never be forgotten. Keepers of the old knowledge. Less "moving forward" compared to the Tinkerers, and more "looking backward," at the cost of being extremely isolationist and paranoid.
Current Gameplay Musings: Excellent at research (via their insights into the past), but not at spreading out, start out on an island (or 2), difficult to expand, excellent defensive units
The Merchants
The free flow of goods and re-establishment of a global economy are priority. Wealth is more important than the well-being of the populace.
Current Gameplay Musings: Tons of revenue, lots of corruption, easy/early access to caravan-like units
Leaders
TBD. This has been tough for me. I have a lot of personality ideas, and it's been fun inventing figureheads for the above factions. Stay tuned.
Current Goals
* Workshopping units and tech tree
* Continuing to practice Lua / think about what Lua could do for this
* Deciding on map type / scenario vs mod question
* Balancing the 7 factions while maintaining their flavor/concept
A totally random assortment of units made by many lovely people here... still trying to find the sweet spot of "post-apocalyptic" units. What you see here is probably a few different "eras." But the terrain is fairly set in stone. You can see the contrast between the base wasteland landscape, and the lush zones.
Hi all! Here is my development thread. I'd love feedback, suggestions, whatever else you'd like to talk about here.
-----
I took my Power in my Hand —
And went against the World —
‘Twas not so much as David — had —
But I — was twice as bold —
I aimed by Pebble — but Myself
Was all the one that fell —
Was it Goliath — was too large —
Or was myself — too small?
Emily Dickinson's "I Took Power in My Hand"
Scenario Theme
This scenario is in the vein of, "something went wrong." The world came to ruin. Part of the gameplay is about uncovering hints as to what happened, but it is kept fairly cryptic (in my current thought process). I am thinking 1,000 years, or simply, "generations ago," to keep things vague (1,000 years is probably too much time to have passed). The short of this is that the world begins a warm, dry, cruel place in some spots, a muddy, swampy, jungly mess in others. Inspiration includes Gene Wolfe's Book of the New Sun, generally what I consider Earth after the nuclear wars of the Star Trek universe (in terms of tech -- if you think First Contact), a bit of Mad Max pepper, but -- and perhaps most of all -- the spirit and ethos of Sid Meier's Alpha Centauri.
You'll mostly start with blunt weapons, graduate to recycled rifles and other materials (not necessarily from "our time," but also other times after), and get back into the full swing of a functional "military." Thematically, I want to deal with lost causes, engrained extremism, repeating mistakes, resilience, and -- as Dickinson's poem would imply -- fearlessness in the face of impossible odds. Of course, I also want a cool parched landscape with ragtag militias facing off against painted warriors with axes, and a healthy dose of mutant shenanigans!
What are you, then? You are 1 of 7 factions, and your faction has banded together from likeminded tribes to pursue a common goal -- a true rekindling of civilization, but centered around a way of thinking/living rather than a concept of state.
Gameplay
The player begins either with 1-2 settler units, or 1 city -- TBA, depending on certain elements. I am trying to decide, and welcome feedback: Do I want a general "mod" instead of a scenario, in which the player makes the map? Or do I want a proper scenario? I am leaning towards the latter due to balancing issues for the factions and wanting to tell a story. I think it would be fun to make a giant world map that has been flooded, but in this instance, I want the factions to all begin somewhat near each other, with the exception of 1 (giving them a leg up). I know bigger map does not always equal better, though, so I am open to suggestions on how to approach this.
A big gameplay shift from the base game is that the factions are dramatically defined, for better or worse, providing a different experience each time you play. I aim to create events files for each faction, but hey, who knows how detailed these will be. It may be more thematic than anything else. The goal here, really, is to have balanced factions, but not necessarily balanced in the same ways. One faction may have stronger offensive units, but subpar happiness-focused wonders, for example. Another faction may have excellent research ability, but a terrible starting location.
In any case, you'll start with the map barely explored, and that single city / 1-2 settlers. So begins the traditional 4X experience, although I am writing a lot of narrative, hoping to immerse the player in the world.
There will be a full tech tree, which is a mingling of eras to represent the patchwork society that has been formed since the "end."
Still thinking about victory conditions!
Terrain Quirks / Map Stuff
Well, the base terrain for the map is pretty depressing. Dead forests, parched land, swamps, minimal resources. But the added ToTPP terrain tiles are lush. See the screenshot below. The initial goal for anyone in the game will be to find these lush zones, which I hope will be the element that will promote a lot of player-AI interaction (read: ugliness ). Still, the dead zones are not totally invaluable. There are ruined towns (goody huts), and perhaps with the help of Lua I can create some other interesting elements like terraforming.
This is another reason a huge map would be fun, is this aim of finding those more habitable areas.
Narrative
I want to tell a story through this experience, and ideally, it would be slightly different for each faction. I want the mystery of the world to come alive and for the player to wonder. Again, really inspired by SMAC. Revealing too much here would give too much away!
The Factions
A lot of inspiration from SMAC, but also mingling some elements of those factions and trying to keep them distinct. See below.
The Faithful
Believers in a higher power and in the sanctity of life. The Faithful follow the doctrine of old teachings a bit too closely, resulting in an obedient, fearful populace.
Current Gameplay Musings: Fast-moving offensive units, access to broad happiness-related wonders, +science structures come later
The Free Tribes
A growing confederation of tribal leaders who seek to unify the land and give voice to the liberated. Naive, and with a demanding populace.
Current Gameplay Musings: Excellent at exploration, easier to bribe units on the map, earlier access to a diplomat-like unit, more upkeep for happiness-related improvements(?)
The Farmers
Agricultural fanatics and protectors of seed banks. The Farmers are all about growth, but this also means keeping food from others.
Current Gameplay Musings: Better yields early on (for food), start with more settlers / randomly receive new settlers, weaker offensive units
The Brutal
Take what can be taken, for only the strong shall survive. Warlike tribes that have banded together, believing the world is an enemy that needs to be tamed. Nonetheless, honorable and concerned with hierarchies of strength.
Current Gameplay Musings: Powerful offensive units, access to Sun Tzu's, slow population growth
The Tinkerers
Experiment with this and that. Combine this and that. Find it, learn all about it, use it, reverse engineer it, make it better -- or more harmful. Science is for trying new things, even the things that should not be attempted, and at whatever the cost.
Current Gameplay Musings: As scientific as they are exploratory, amazing research, access to Leo's throughout the game(?), weaker defensive units
The Archivists
History can lead the way, and must never be forgotten. Keepers of the old knowledge. Less "moving forward" compared to the Tinkerers, and more "looking backward," at the cost of being extremely isolationist and paranoid.
Current Gameplay Musings: Excellent at research (via their insights into the past), but not at spreading out, start out on an island (or 2), difficult to expand, excellent defensive units
The Merchants
The free flow of goods and re-establishment of a global economy are priority. Wealth is more important than the well-being of the populace.
Current Gameplay Musings: Tons of revenue, lots of corruption, easy/early access to caravan-like units
Leaders
TBD. This has been tough for me. I have a lot of personality ideas, and it's been fun inventing figureheads for the above factions. Stay tuned.
Current Goals
* Workshopping units and tech tree
* Continuing to practice Lua / think about what Lua could do for this
* Deciding on map type / scenario vs mod question
* Balancing the 7 factions while maintaining their flavor/concept
A totally random assortment of units made by many lovely people here... still trying to find the sweet spot of "post-apocalyptic" units. What you see here is probably a few different "eras." But the terrain is fairly set in stone. You can see the contrast between the base wasteland landscape, and the lush zones.