Alternate History Mod (Ideas & Concept)

Seven05

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So one of the things I enjoy most about CIV is the ability to (in a way) re-write history. The downfall, in my opinion, is the similarity between games. Sure, there are a lot of variables but in the end one game as the Romans is not terribly unlike any other game as the Romans. This is really only a problem when re-using maps since geographic differences seem to have the biggest impact on differences between games, unfortunately I like using the real world map(s) more than anything else.

So I came up with a basic concept and began testing it about a week ago, the main goal being to add more variety to games played on the same map without over-complicating the game. Since it would be difficult to re-write history on a world other than our own I decided to stick with a pre-defined "scenario" start.

Now the complicated part. Thankfully most of this complexity is hidden from the player. There are two main gameplay changes that facilitate the added "layers" used for variety:

1. Culture -> Influence
Culture is no longer culture, it is influence. It's a bit more generic and offers what I feel is a better representation of what affects borders, since that is the most obvious affect of "culture" in Civ4. Influence is essentially a catch-all for everything a civilization has or does that could strengthen their own influence in the world. So much like the "palace" in default Civ4 creatures "culture" many buildings now bolster a cities influence. This means that your military power, economy, research and just about anything else you do affects your influence. While this may at first sound like it removes one aspect of the game it actually adds some depth. Since you are no longer effectively required to build specific culture generating buildings to expand or maintain your borders you can define your civilization better. For example you can chose to be strongly religious and use your relgious buildings to increase your influence or you can chose to be more aggressive and use your military buildings to increase your influence.

Initial testing with the AI has been very interesting. The civs that normally become cultural powerhouses still became influential opponents because they still chose to build a lot of improvements and wonders. However, established borders with all civs were significantly more stable and city flipping was limited to young cities with very few exceptions.

2. Religion -> Culture
Religion is no longer religion, it is now culture- of a sort anyway. Perhaps describing it as regional culture is best. The world is divided into 6 regions (the 7th "religion" going to the barbarians) with 3 civs per region. Regions are more enviromental than cultural so civs are divided into groups based on where they are in the world rather than historical beliefs or achievments. With a little tweaking the existing religion mechanics fit the bill perfectly. With each civ starting with their "culture" defined for their first city, settlers spreading that "culture" to every new city and no missionary type units the end result is pretty cool to see. A benefit of the religion mechanics is their ability to control the creation of specific units and city improvements. This means regional units and buildings can be used to give specific advantages & disadvantages to different civs.

This effect combined with the way unique units work has opened up a new layer of variety as well. So I can create a "Region 1 Warrior" unitclass with two units, the base warrior unit and a second "Slave Warrior" unit with civs not natively from that region using the "Slave Warrior." This makes it possible to do a lot of very cool "tricks." For example jungles may be impassable to units from "Region 1" so that player would need to capture a "Region 2" city and create less powerful slave units there or be forced to avoid the jungles. Or, for another example, in the early game it can be made more beneficial to raze a city and create a new one with your own region culture while late in the game the difference is less pronounced. In the end you will end up creating the best military units in your homeland (or at least home cultural region) and those units will be best suited to your natural enviroment. It's a nice complex system that's very easy to use as a player- you can simply chose from the available units at a city you don't have to worry about much unless you want to.

----

So those are the core changes and effects I've seen in testing. It is actually turning into an interesting history simulation if I chose to impliment historical restrictions. In one game I severely crippled the technology of the Aztec, Incan & American civs compared to the civs in Europe. When the first European civs found the Americas the founded a few new cities from two different cultural regions. After a bit of a bloody war the American civ conquered the new colonies and ended up as an empire with three distinct cultural groups. At the same time in the "old world" most of the civs were less diverse having most of their cities from a single regional culture. There were, however, some interesting spots such as Persia which had a mix of cultures and India which was almost perfectly divided between two different regional cultures.

So why am I posting all of this anyway? Well, I thought it was pretty cool the way things were working out so I figured I'd share it. I'm also curious to hear other ideas from people who are also interested in really re-writing world history. Even just some basic ideas, like what to name the regional cultures, would be helpful. Well, that and I'm at work so I can't work on the mod and I'm bored :)
 
good idea should be an alternative to Realism but can you make more deep ideas ?

The Civs are the same as original Civ 4 ?

What epoch start ?

If it start in 1000 AD :

+ Region America : Maya, Inca, Aztecs (all kingdoms) (3)

+ Region Catholic Europe : France Kingdom, English Kingdom, Holy-Roman Germanic Empire, Kingdom of Navarre, Poland Kingdom, Papal States (6)

+ Region Orthodox Europe : Byzantine Empire and Kievan Rus (2)

+ Region Asia : Mongols, Persia, India, Siam and Japan (5)

+ Region Islam Caliphate : Omeyads or Abbassids (1)

+ Region Australia : Aborigine or Kingdom of Java (1)

+ Region Minor (barbarians if you prefer) : cover Africa and Islamic Spain, Ireland, Scandinavia, proto-Turks

What do you think ?

Sorry if it is also Euro- and Asia-centred and Africa not Civs but it's more realistic and better that the original 1000 AD scenario and for animated leaders you could take Amra's or Sevo's ones (with permiting perhaps)
 
Greece, Rome and Russia could be the Hellenistic region.
England, France and Germany could be the Gothic Region(to symbolise their beginings from Germanic tribes, without using the ethnocentric word Germanic.)
Spain, Arabia and Persia could be the Umayyad region.
India, China and Japan could be part of the Oriental region. A fourth might be Mongolia.
The Mayans, Aztecs and Incans could be the Mesoamerican region.

I cant think of any group for the US or Mali though. It would seem that some of the groups might need four countries(Perhaps America being Gothic and Mali being Umayyad(despite neither of these being entirely correct) and Oriental would have to add Mongolia.
This seems like the regions might be slightly unblanced without the addition of subtraction of some Civs.(Gothic, Umayyad and Oriental would have 4, Hellenistic and Mesoamerica would have 3.)
 
I'm not really sure how I was going to be handling the civs. It's a tough choice, on one hand I like the definitive civ names like "Roman" because it gives you a historical entiy to identify with. On the other hand using an existing historical entity makes it difficult to re-write history because so many things have to suddenly make sense for that specific entity.

Your region examples are pretty close to what I've been testing with. Currently I'm using:

Europe
England, France, Germany

Mediterranean
Spain, Rome, Greece

Central Asia
Russia, Persia, India (I know that's a stretch)

East Asia
China, Japan, Mongolia

Africa/Arabia
Arabia, Egypt, Mali

Americas
America, Aztec, Inca

The goal was to balance each region with the same number of members and then focus them as much as possible on enviromental similarities. So, for one example, the "Americas" region could have units/buildings/improvements more suited to jungles & plains while the "Africa/Arabia" region would have units more suited to deserts. My test setup is also Asia/Euro centric but I think that works well for something grounded in real history. Also, I would prefer a BC start personally, in that case it makes more sense to have a lot of regional diversity in the "cradle of life" area.

I think I'll test a less balanced region setup based on your idea and see how that turns out. Thanks for your input Lachlan.
 
Snuck that one in on me Sharule :)

I like that suggested setup, it makes sense and has some interesting mixing that would provide some twists to the gameplay.

I guess it really depends on how historic I want to make it. For an early start I'm not opposed to eliminating "late" civilizations entirely. I still wonder if it would work to simply replace "civilizations" with ethnic groups. So, using your suggested setup you would have the Gohic region and in it one of the "civilizations" would be Germanic as opposed to the german civilization.

That sounds like it might make for an interesting game, if nothing else it would be interesing to see how a particular civilization would evolve once it started absorbing other regions.
 
This is an illusion for wanting symetrical world
The World has never been symetrical ...

Even starting in Year 1000 AD the story could be very different than our history

Especially with the unics units, wonders and city building of each 7 regions

1 region should be specialized in huge pop (Asia), other in huge military (Islam), other in huge culture (America) or other in huge tech (Europa)

That are only ideas ;)

Cheers (formulae of civility ?)

Lachlan
 
From a pure gameplay perspective I'd like to keep regions balanced in terms of numbers, three works well as that means each reagion could have one civ with bonues in each of three (military, science, culture) primary areas.

I was just looking at the map to see how well it could be simply divided by continent and that doesn't look like a bad option except for Australia which could be expanded to include the entire south pacific. I could also drop the 7th region being used by barbarians/minors which would change the balance to 3 groups of 2 and 4 groups of 3 which should work just as well and allow for the Indian sub-continent region to populate asia a bit more considering its size.

So this could perhaps be...
North America (2)
South America (2)
Australia (2)
Europe (3)
Africa (3)
Asia (3)
Indian Subcontinent (perhaps Middle East) (3)

So that would concentrate the majority of the players on the largest landmasses which would work best for gameplay while spreading enough out to maintain some variety. Barb cities using appropriate local region groups could be dropped in as need to fill any gaps.

I could also mix in your region specilizations as an added layer. So while a specific civilization may be more militaristic than the others in a region the entire region may be more militaristic than the other regions. Add multiple leaders per civ with their own traits and it would certainly offer some variety.

Well, this is exactly what I was hoping to get from community input, you've got me looking at it from different angles that I hadn't thought of myself. :)

Back to the drawing board, thanks again for your ideas.
 
:goodjob: No problem !

It's the first time that i participate to a beggining of a scenario/mod

Have you taked Rhyes Map ?

No problem for me because i think add 2-3 Go of RAM + a dual core 3.5 Ghz + 7600 GT ^^
 
I did most of the original testing on Rhye's world map and I've been trying a few larger versions recently (I have a fancy rig too). The larger maps make for some very interesting games but at the same time they reduce the amount of cultural mixing experienced on Rhye's map so I may stick with his.

With a few custom units in place for diversity it's starting to look pretty cool too. I had fun last night using my "slave" warriors from Persia to support my Legions in their conquest of Africa. So the general concept is turnng out pretty good in practice. I'm definately going to have to setup a few different scenarios though, at least for different map sizes and probably also for different historic start dates.
 
Ok, what is your PC ? :)

I have P4 3.4 Ghz Monocore
+ 1024 Mo DDRAM 533 Mhz
+ 6600 GT 128 Mo

I will wait for upgrade of my PC ... ;)

For information World ma of Total Realism is unplayble rapidly ... :(

I suggest that your on a map not to big with first scenario with "fertile crescent" Assyria for example, Phenicia, Israel, Babylon or Sumer i don't know and early Asia and Europa in other parts ...
 
My PC? P4 3.2GHz 64-bit (Win XP x64) with 4GB RAM and a quick SATA II RAID 0 setup for my apps & OS and an x850XT. I can run Rhye's map with 18 civs late game without any problems ( < 60 secs for AI turns to complete), I'm betting the RAM makes more difference than anything else with CIV4 and the 64-bit memory handling is vastly superior to 32-bit Windows even when running a 32-bit apps.

I'm definately going to do the entire world map and run it for the entire length, I don't want to complete with the likes of TAM since I already spend a lot of time in that mod already. This also lets me keep some of Civ's simplistic charm with the units since you'll be proceeding though several eras. Variety with units for me is coming from regional diversity combined with civ-specific variations. So as a player you don't see a huge list of units to create but during the game you may encounter several different units.

As for a scenario, it's only a scenario in the sense that it places you in a particular geographic location at the start of the game and has some pre-place barbarians to fill in the open spaces. Otherwise it plays out much like a standard game of Civ.
 
OK, keep in mind that not everybody has a super-PC like you ;)
 
Sorry for the bump : what are the news ? Seven07
 
Not much for the past coupld of days, just testing the effects of spreading regional cultures.

What I think I've settled on is using a modified monastery. Essentially it is a basic building available at an early tech that spreads your regional culture, the more you have, the quicker your culture spreads to cities without a regional culture. There are no missionary type units, it's much more interesting when you don't have direct control over it.

I've also completed a number of the early era units with regional units. So you now have regional warriors, for one example. If your civ is from a different region you build "slave warriors" which are basically unique units replacing the other region warrior. Slave units are weaker, cheaper, use food to produce and don't count towards upkeep. Slave units do receive the same bonuses & penalties as their "normal" counterparts so there is an advantage to using indigenous units. All of the regional bonuses are handled with free promotions. I'm using some custom promotions, one example is the Middle Eastern region which receives a promotion giving their units a defensive bonuse on desert terrain.

So far, with a few of the regional "flavor" units added it's looking pretty good. It's a nice effect when you move into a different region and see the local civs using units that look different than yours. And, I've kept the number of actual units down to close to default numbers. So even though there are a lot of different units it feels very similar to the original game. With the regional bonuses and some other more significant unit differences conquest is a lot more interesting. For one example, the americas don't receive the same early units as seen in Europe, so instead of having "swordsmen" they have "raiders" which are faster but weaker. As a result playing as a different civ can provide a very different gaming experience.

I still have a long way to go and a lot of testing yet :)
 
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