As I scout the forums, it seems that everyone has it issues with CIV BE. Is it that bad? It has it issues. For me there are to Mayor Issues: 1. The affinities don’t match that well with the gameplay 2. You are not exploring a new world I am going to zoom in on the second point: Exploring a new world. You probably don’t completely get what I’m trying to say with that. Let me explain: You are discovering a new world. A world with many wonders unknow, many creatures to be discovered. You want to get to know this world. So the fist time you set foot in CIV EA, you have “should” have this feeling of wonder. You might not think it’s optimal, but it’s there! A world for you to discover! And then you play your second game… BOEM! OVER! It’s the exact same drill again. You might find joy in optimizing your play, but you are not “discovering” a new world, you are discovering the same world again. So how do you make a game that feels everytime like you are discovering a world again. There are 2 main categories: • Landscape • Aliens Aliens? How could you rediscover aliens? I’ll tell you why we should rediscover aliens: Every world is inhabited by other creatures, so every world the aliens are different. So everytime you wonder: What will they be like this time! So different Aliens every time? That means thousands of alien creatures, that is quite a task for development! So let me be clear about 1 thing: You don’t have to give them other animations to give them a distinct feel (although it does help to have like 10 different art for wolf Beatles) . You just have to change them a bit every time. So what you do is the following: Every time you start a game, at the background there will be a randomization process. And this process will give different aliens and alien behaviours. So every time you get different aliens to discover. So I have 3 things that need to be randomized: • Alien behaviour • Alien Units • Unit special abilities • (optional: Art) Alien Behaviour So first there will be decided what the main goal of the aliens is. This is generly 1 chosen at random, but can be 2 on huge maps. In that case, you have 2 factions of Aliens. So I thought about these choices: Independed Every Unit has also an independent goal. If the roll on Main Alien Behaviour is rolled an Independent, then it’s every alien unit for themselves, they will only help aliens of the same type. Hunter If they think they can kill your unit (they can attack in groups of the same type), they will attack you. Grazers: These are one of the most friendly kind. He just wonders around, moving from plant resource to plant resource, stopping there for 1 turn. O, and your farms do look delicious to. They will destroy farms and plantations. Cruisers They move and . Just move, without backtracking, without a specific goal in mind. They don’t ing care if something is in the way: THEY DON’T EVEN CARE IF YOU SHOOT AT IT! They come… and they destroy! (can only be independent) Devourer They collect and destroy. They while eat forest, camp on resources and devour improvements. They spawn new nests as they go. Underground Networkers These guys make underground networks connecting certain resources together, moving underground. There tunnels are like roads, which are built by the worker class. Where ever these underground roads are, you cannot work that tile. But if you destroy their road with a worker, they will get angry and retaliate. Colonists They don’t care who you are, they care where you are. Their Nest have hit points and produce queens, which makes new nest. But they don’t care if you are already there, when deciding their new nest. And if your terrain is 2 spaces near their nest, they will try to destroy the improvements and try to reclaim it (an action of 5 turns, after completed you lose that terrain). Colonist have 2 subtypes: Queens Nest In the middle you have a nest with a Queen. And as the game progresses, The nest will grow. And as the nest grows, the queen will grow. Sometimes they produce a new queen to make a new nest. Spreaders These creatures make this world for them, the way they like. Everywhere they go they produce a special improvement that does -1 food, - 1 production. Form them it’s 0,5 movement, but for players it’s double movement. This stuff can be removed by workers. Alien Units: So now for the Unit randomization: for a standerd mapsize you should take 8 different units from the list of all the units available. So every time you simply don’t know what you will be, and what you have to watch out for. The randomizer takes at least 1 small unit, 1 medium and 1 large unit. Every unit has its own chance to come up, but the world you have chosen and the main goal will have effect on the chances. Here are the extra units I propose. The names I just made up, you could change those. The strength is just made up, some play testing should get some exacter numbers. Queen Strenght: 15 Move: 2 Special: It's a settler that spawn nests. Cannot be independent. Description: A mothering GIANT alien that does one thing whole day long: Laying Eggs! And having some sex occasionly. Agrasive Vegitation Strength: 15 Ranged Strenght: 8 Range: 2 Move: 0 Special: Grow: Spawns to adjecent tiles to a nest or to others, or out of a forrest Description: An area full of giant venus trapps, acid spuwing flowers and other plant where the only thing you want to do with them is putting them down with a sea of NAPALM! If independend: Attack everything in range... I told you they were argrasive. Suicide bomber Strenght: 20 Move: 2 Special: takes +500% damage, destroys improvement from where it’s fighting Description: You know what a bomb’om is? Jeah, those ers of Mario that blows themselves up. Now Image an army of these suckers. If independent: Grazers Chitin Strength: 5 Move:2 Special: have an increased Spawn Rate, can be choses multiple times with different abilities description: These Creatures are smaller than Wolf Beatles, but they make it up in numbers. Be ready to be swarmed. If independent: There goal will be Devour or grazer or underground networker or spreader. They will create nest for themselves. Swarm Strength: 5 Move: 2 Special: hovering, take a maximum of 10 points of damage Description: Imagine a enormous cloud of acid spewing grasshoppers. You got the image? GOOD! There coming your way. If independent: There goal wil be devour. They Multiply if they eat, but die if they didn’t eat enough. But don’t worry, they will spawn again even if there all dead. Dragon Strength: 30 Move: 7 Special: hovering, can move after attacking Description: A ING DRAGON! What else did you expect to find here If independent: It’s goal will be Hunter or/and devourer. They will build a nest. Lurker Strength: 9 Move: 3 Special: Ignore terrain movement cost, +100% when attacking, Description: A huge pack of killer Hounds If independent: There goal is Hunter Resilin Strength: 15 Move: 1 Special: Can’t attack, Can fortify Description: See resource If independent: There goal will be Underground networking. They Build Nests Brute Strength: 18 Move: 2 Special: absolutely nothing Description: Jeah, you did need a middleclass of big boys. There weren’t any. For the rest: use your imagination. If independent: Gazer or Hunter or underground networker Rhino Strength: 20 Move: 4 Special: Only uses the whole 4 movement, when attacking. Otherwise he uses 2. Can attack multiple times a turn Description: Imagine a Rhino, only 10 times the size…. YOU!! If independent: Grazer or hunter Hydra Strenght: 10 Move: 2 Special: After every combat he gains a bonus with: +10% strength. Description: HAIL HYDRA! If independent: Grazer or hunter Spore Shooter Strength: 10 Ranged strength: 20 Range: 3 Move:1 Description: Just as an enormous artillery, only then completely organic, shooting giant spore bombs. Jeah, this is backed-up by sience-fiction If independent: Hunter or grazer. They are more likely to bomb you, because they can do it from a safe distance. Titan Strength: 45 Move: 1 Special: Can’t move through forest, can be a moving nest Description: A ing colossal creature Cruising the steppes of the world. They are so big, some creatures can build nest on them. If independent: It’s goal is Grazer. Wyvern Strenght: 15 Operatiol range: 6 Special: It works like a airplane. It flies from it’s nest Description: As a close ralitive of the dragon, it is almost the same. Only a bit weaker If independed: there goal is Hunter. They always have nest on mountains. The nest is destroyed if the last Wyvern is dead. Flying Raptors Strenght: 6 Operation Range: 4 Special: It works like a airplane. It flies from it’s nest Desciption: Because the Wyvern needed a smaller brother If independed: there goal is Hunter. They always have nest on mountains. The nest is destroyed if the last flying raptor is dead. Sea Serpents Strenght: 18 Move: 6 Special: Sea creature Despriction: Sea serpent? If independed: Hunter Piranha Strength: 5 Move: 3 Special: sea creature, Can’t be targeted with ranged units, can’t become amphibous. Despciptions. Imagine Piranha’s. Only then in the numbers of shools. Just like the movie. If independed: Hunter and devour. They’ll eat your ! Sea Turtle Strength: 150 Move: 1 Special: is next to a unit, also a land tile (can’t build city’s on it), alway’s independed. Description: You tought Krakens were big: This creature is so BIG, it can have forrest growing on it. In independed: Cruising Around like a siegewurm. Can only be attacked by sea units. Known creatures if independent Wolf Beatle: Grazer or hunter or devourer or spreaders. Build nests. ,can be chosen multiple times with different abilities Raptor Bug: Hunter Siege worms: Can only be independent or Underground networker. If independent they are cruisers. Drones: Hunter Manticore: Grazer or hunter Sea dragon: Hunter or grazer Kraken: Hunter or cruiser Unit Special abilities: After the Aliens are chosen, there will first be a process in which some units might become independent. The rest will be in on the common goal. And after that, every unit will be given 1 or more special abilities, like: Amphibious: can move over water and land, can be given to sea and land creatures. Hikers: Can move through Mountain tiles Stealth: like a yellow submarine Builder (aligned with the goal they have) Miasmiactic: Can make Miasma Fire breathing: +3 strength if under 10, otherwise: +30% rounded up Strong: +1 strength if under 10, otherwise +10% rounded up Weak: -1 strength if under 10, otherwise -10% rounded down Hovering: Jeah, the creatures that don’t start with it, can now get hovering. Flying (firebreathing) Piranha, here they come! (or a hovering Kraken) Heavy breeders: if they spawn, they spawn in pairs Fast: +1 movement Extra fast: +2 movement Slow: -1 movement Generate: +10 HP regain every turn Acid spewing: unit gains a ranged attack of 50% of its strength, with range 1. Can still attack normally. The bonuses are not completely at random. For every creature there is a chart in which it gives the chances of the abilities appearing. This is altered a bit by the gaol and the world that is chosen. If the randomizer rolls 0 bonuses, he makes a roll to choose one of the bonuses. If it rolls for example Fast and Slow, than Fast will be the dominant one, and will be taken. Art (optional) So to really give a distinct feeling every time, then you should have different artworks for same creatures. What I should do is to give them a • Insect skin • Mammal skin • Reptile skin • Humanoid skin All together (sea creatures and siege wurms excluded). Give the same unit different names, and they will have a hard time finding out that they are actually the same. And if you are really wild, you could change also make a few skins for insects, given them different names. So what do you guys think of this? If you liked it, I can try to make one about different landcapes?