Pazyryk
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Release date for phase 1 pre-alpha: April 13, 2012. (March 30 update)
Pre-alpha code released!!! Please move discussion over to this thread:
Éa, Dawn of the Mortal Races (phase 1, pre-alpha code development and discussion)
Éa
You begin knowing only that you are a small tribe, belonging to one of three races, without leader, name or history. Your civilization will acquire a name and a specific character based on its achievements, discoveries, local geography and other factors. Heroes and other great people will arise from the ranks of armies tested in battle, from places of arcane or divine study, or from the alleyways of your most corrupt cities. Some of these individuals will become leaders. All will pass in time (except perhaps for the ageless). Your small tribe has no lore, no epic tales of heroes or gods from times past. There is no past. But the future of Éa is yours to make.
I plan to develop this mod in 12 "phases," each focusing on a different area of gameplay and introducing major new game mechanics. Phase 1 will be essentially a "pre-alpha code release" showing off many of the new mechanisms. The first real alpha ready for testing will be during phase 2 after G&K. Expect to see beta release during phase 4, when you will finally see a "full game" with multiple victory conditions.
Note: I'm posting detailed info every week or so. You can find these at:
Phase 1, "Dawn of the Mortal Races" (initial pre-alpha release), will introduce many new mechanisms and major changes that are the foundation for subsequent development. Here are the highlights:
Pre-alpha code released!!! Please move discussion over to this thread:
Éa, Dawn of the Mortal Races (phase 1, pre-alpha code development and discussion)
Éa
You begin knowing only that you are a small tribe, belonging to one of three races, without leader, name or history. Your civilization will acquire a name and a specific character based on its achievements, discoveries, local geography and other factors. Heroes and other great people will arise from the ranks of armies tested in battle, from places of arcane or divine study, or from the alleyways of your most corrupt cities. Some of these individuals will become leaders. All will pass in time (except perhaps for the ageless). Your small tribe has no lore, no epic tales of heroes or gods from times past. There is no past. But the future of Éa is yours to make.
I plan to develop this mod in 12 "phases," each focusing on a different area of gameplay and introducing major new game mechanics. Phase 1 will be essentially a "pre-alpha code release" showing off many of the new mechanisms. The first real alpha ready for testing will be during phase 2 after G&K. Expect to see beta release during phase 4, when you will finally see a "full game" with multiple victory conditions.
Note: I'm posting detailed info every week or so. You can find these at:
- Races post #6
- Units post #14
- Knowledge Advancement post #26
- Civilizations and Traits post #61
- Heroes and other Great People post #90
- Some very technical modding info about "actions" and spell implementation post #95
- Cultural Advancement post #107
- Preview of some post-G&K stuff: Worldviews, religions, prophecies, new GP classes, 3 victory conditions post #139
Phase 1, "Dawn of the Mortal Races" (initial pre-alpha release), will introduce many new mechanisms and major changes that are the foundation for subsequent development. Here are the highlights:
- You begin the game simply as “a tribe of _____” (one of the two races in phase 1) without leader. You will take a civ name (with an associated trait) early in the game and gain several additional traits throughout the game based on your achievements or other specific conditions.
- Leaders are derived from great people, exist as units on the map, and may be replaced.
- The Great People system is very different, both in the derivation of GPs and their function. GPs build all wonders, craft epics, establish trade routes and do many other things. GPs don't "disappear" after performing these actions; instead, they are limited by the fact that great accomplishments take time. Any GP can become a leader.
- Tech advancement is no longer the overarching "measure of progress" that it is in base Civ5, nor necessary for victory. The Tech Tree is wide but shallow (it's more of a Tech "Shrubbery") and used primarily as a civ-specializing system. There is both knowledge diffusion (though you can refuse to learn a tech and there are reasons why you may chose to do so) and knowledge maintenance (slowing and eventually stopping tech progress, though this can be mitigated to some extent). You won't be able to learn more than about a third of all techs in any single game, and only that if you are a very research-focused civilization. But really, you don't need to. By design, I am making 4 out of the planned 5 victory conditions achievable while illiterate (note that I did not say "easily achievable while illiterate").
- Policy advancement is based on Cultural Level, which is a function of culture generated per population point over your civilization's entire history. There is no city number penalty.
- Gold has been moved away from tile yield in most cases (e.g., river and sea don't give any, but many resources still do) and shifted more toward population and trade-based generation, which involves several new mechanisms.
- Forests are not kind to Man. For the most part, you will want to clear these as fast as possible in areas where you are trying to develop. Fortunately, all civs can slash-and-burn from game start (chopping for production requires bronze working). But don't expect this to be easy. The forests of Éa fight back. (And jungles are even nastier...)
- Overall, the "civilization landscape" is much more varied than in base Civ5. You will see a few larger cities (and much faster growing than in base) but only in civilizations that have a strong agricultural focus, and even then only in ideal terrain. More typically, you should expect to see a lot of small cities. These can be quite close (there is only a 1-tile spacing requirement) but you will also see large expanses of unworked and unimproved land between cities. The key change that makes this all happen is that unfarmed grass is no longer sustaining. (Really, are we Man or are we Cow?) I have drastically increased the ratio of food consumption to "base"-tile food yield ("base" meaning no resource or improvement). This may sound harsh, but there are benefits to removing the Civ5 "infinite food problem" as I like to call it. The new yield balance allows me to remove many Civ5 punishments against both Tall and Wide development. There is no longer any need for increased food requirement with city growth. I've set food multiplier and exponent to zero, which removes a huge penalty against big cities (it's a flat 25f to go from size 1 to 2 or from 10 to 11; in base Civ5 that would be 15f and 114f, respectively). As indicated above, there is no "policy arrest punishment" for building cities (population matters, but you can distribute that population however you want). There is no unhappiness per city, though there is a small 4 gp maintenance cost per city. The mod encourages the player to evaluate each potential city site on its own merits. For example, you may decide that a site with no growth potential is worthwhile as a military outpost. Is it worth 4 gpt and the cost of a settler? If the answer is yes, then build it! No need to worry about strange indirect effects like social policy arrest.