Any interest in a "create your civ as you play" mod ?

cromcrom

Cernu
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I already gave a try to this concept in the age of CIV 4 (age of civilisation), but lacked the coding power to take on this project by myself, and thus relied on other (nice) people, but wasn't really free. However, things have changed, I already tinggled some LUA, and have very good hope to make so gameplay changes.

So the concept would be to have a "generic" civ, and have it grow and shape (mostly through techs), in different ways.
As opposed to choosing the french, or americans, or whatever, and know what you special units would be, special powers would be, and so on.
This mod would spread only until the late middle age/renaissance/basic gunpowder.

Any thoughts ?
 
Do you mean something like Caveman 2 Cosmos for Civ IV did where the starter civ had a culture group but different techs enabled you to integrate cultures in your civ based on resources or tiles? Because, in my opinion, it would fit with Civ VI's theme of 'playing the map' very well. I really enjoyed playing C2C but Civ VI was released before I got to the Medieval era, so yeah...

I would certainly enjoy seeing something similar with optional degrees of the-map-making-the-man. Pure conditionals so you don't know who you end up being based on the map, but also an option for C2C like base culture groups - European, Asian, etc. - allowing more customization once you meet the conditionals and have researched the tech.
 
The system I had in mind is the following: all techs are researchable from start, because they are all equal in power. However, every time you research a tech, another one is randomly discarded, and won't be researchable anymore. So in the end, there would be very different civilisation, say some religious knights civilisation, some seafaring nature lovers, gunpowder fortification specialists, coastal traders, whatever.
I always disliked when all civs end up the same, because in the history of the World, there was such great differences , between incas and vikings for examples, or huns and polynesians. I would like to create a mod that really reflects this diversity, not just by "choosing" a pre made civ, but by building one from scratch.
 
Maybe you could have research that can't be manually selected but the eureka/inspiration automatically grant you the tech.
 
You have a point, I think this EUREKA system is really really great. I think it could really be improved in a create your own system, a way of improvement is that instead of gaining a big flat 50% bonus (this percentage is easily moddable right now), you could gain a little bit of RP every time you do an actio, like instead of a flat 50% when you create a galley, gain 15% per galley for example...
 
Do you mean something like Caveman 2 Cosmos for Civ IV did where the starter civ had a culture group but different techs enabled you to integrate cultures in your civ based on resources or tiles? Because, in my opinion, it would fit with Civ VI's theme of 'playing the map' very well. I really enjoyed playing C2C but Civ VI was released before I got to the Medieval era, so yeah...

I would certainly enjoy seeing something similar with optional degrees of the-map-making-the-man. Pure conditionals so you don't know who you end up being based on the map, but also an option for C2C like base culture groups - European, Asian, etc. - allowing more customization once you meet the conditionals and have researched the tech.
I too enjoyed the C2C mod. The cultures of the world were very much a result of the places the developed in. Would England's "navel culture" have ever been realized on a pangea map? I like the concept.​
 
Wow, this sounds really interesting! I'd love to try it out. Another boost you could make is a production boost dependant on resources. for instance, if you have no horses you cannot build any cavelry, if you have 1 pasture you could get a +5 percent to building them, if you have 10 pastures you get +50 percent, or something like that!

I love the idea of only eurekas and boosts giving techs, and that you have to choose between techs. One way to implement it could be to divide the tree into parts, for instance a naval part, a theological part, a combat part or whatever. if lets say you get a naval tech unlocked, you should lose a tech from another part. so that it impaires the player to only focus one part!
 
units would be available depending on the combination of techs you have researched. For example, "generic light bow cavalry" would require animal husbandry, archery, and horse riding, with access to horses.
"Berzerkers" would require the savagery tech or some kind of blood religion.
"pikemen" would require military drill and woodworking
"Phalanx" would require the above, and medium armor crafting
and so on.
Although I need to check if having the possibility to build a unit can be dependant on multiple techs (right now, only one tech makes units available).

I also wonder if the basic unit would be "warriors", that would then be upgraded one or multiple times, or directly build the proper unit.

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I also would like to make things maybe a little more realistic in some aspects, for example, a unit going through a jungle would have a great chance to be severely reduced (if the "jungle knowledge" tech is not known) or destroyed. same for units crossing mountains (hannibal's alps crossing gamble anyone ?), or swamps.
Same for boats, even tiny boats ("canoes" or "rafts", from a "boat building" tech) could try to cross oceans, but with some great chance to be destroyed in the process. Sturdy boats ("knorrs" or "drakkars" or "polynesian great canoes", for example, from a "seafaring" tech) would still have a chance to be destroyed but much less chance than those basic "canoes" units.
 
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I also would like to make things maybe a little more realistic in some aspects, for example, a unit going through a jungle would have a great chance to be severely reduced (if the "jungle knowledge" tech is not known) or destroyed. same for units crossing mountains (hannibal's alps crossing gamble anyone ?), or swamps.
Same for boats, even tiny boats ("canoes" or "rafts", from a "boat building" tech) could try to cross oceans, but with some great chance to be destroyed in the process. Sturdy boats ("knorrs" or "drakkars" or "polynesian great canoes", for example, from a "seafaring" tech) would still have a chance to be destroyed but much less chance than those basic "canoes" units.

Using the jungle reference: Where you thinking of adding 'tile damage' like on previous Civ 4-5 mods? For instance -15%health per turn on 'jungle tiles' ...if so I think that would work.

Anything else would seem a bit too extreme imho.

Looking forward to what you'll come up with...GL on the project. :beer:
 
I like this idea of slowing or pruning the tech/civics tree. What if this were expressed as a 'negative' factor on acquisition cost eureka? You can still move down a branch, but it becomes prohibitively expensive.
 
I think it is an interesting idea, I have been working on a game that is kind of like a cross of Civ & Total War. But you build your own faction as time goes by choosing your unit types, buildings, government. Even the architect style of your buildings. I have yet to start it under serious development though as I have a number of other projects I am working on.

For bringing a system like you described it would be interesting but very hard to do if you are not comfortable with coding. But I wish you luck in getting this going. Hopefully, when we get the SDK you should have access to the files you need.
 
On some level, things like governments, policies, wonders, religious beliefs, and districts are really pushing your civilization into a direction that is distinct from other civilizations. All of these things will affect whether you're militaristic, cultural, scientific, etc.

But if you're looking for a bit more of a dynamic tech tree, it might be worthwhile to look into something like multiple research paths for techs. I'm imagining this in a way that's a bit different from Civ4. For example, in Civ4, Code of Laws required Writing and then either Priesthood OR Currency. A player could, at any time, research either of those techs to get access to Code of Laws. To give a rough Civ6 example, maybe I would make Astronomy accessible through either Celestial Navigation or Education. But if I take a certain action like discover another continent with a naval unit, I will then only be able to research Celestial Navigation to reach Astronomy. It wouldn't lock me out of researching Education, but Education would no longer be a research path to Astronomy. Maybe if I built my first Library before I explored another continent, then Education would be the path to Astronomy while Celestial Navigation would dead-end.
 
This would be really incredible! Please make this possible. An actual civilization game where in you actually create your civilization and not just play a premade one. It would also be nice if we could choose architecture type so that not all monuments will just look like an Obelisk. Temples can actually look different and so many more.
 
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I've toyed with an idea like this before so I'm happy to see discussion about it.

Something I've always found odd about Civ games is the idea that history was always about progress to some future goal. You're always researching something or building something. This largely wasn't the case. Historically, there would have been long periods without major scientific advancement. It's usually special circumstances that allowed certain civilizations to advance while others didn't- many of the new world civilizations hadn't progressed into metallurgy at all when Europeans arrived for example.

The effect this would have on gameplay might be positive or negative though.

Anyway, the point I wanted to get at is that it would be neat if most techs or policies had requirements for research to begin, and instead of eurekas giving free research, they should accelerate the remaining research on a project. The game claims they are a driving impetus behind advancement and to me, that means advances come more quickly, not for free.

For example sailing gets a boost for settling on the coast, but I would say sailing should require either settling on a river, the coast or a lake or meeting another civ that has already researched it. Otherwise I can't understand how my nomadic plainsmen are figuring out this whole boat business.
 
Great Idea! Allways wondered about why this feature wasn't integrated in former Civ versions.

As for C2C, yeah, remembering from Civ5. Really great how you started to shape your civ.


Suggestion:

How about not shaping your civ purely by tech but also by settlement and decissions?

Let's say, your poor ppl start in mediteran area, advance a bit, research a bit and suddenly they are offered the opportunity to 'found' a civilization. You could choose out of a bunch of former civs in the mediteran in conclusion to the actual timeframe (Rome, Greece, Egypt ... at first era). Of course one could also think about choice on tribes before, but let's first hang on with the current system.
Let's say, you choose Rome. Then after a while, when you start to expand your empire, probably new ideas and methods start to rise and you'll be presented a choice to change your Civ into a new one, which should be adjent or coresponding to your Rome. So next choice may be between Byzantium, Sicila/Catalunia, Eastern Rome, Venice ...

In every new era you may be requested to 'upgrade' your civ into a newer version. So what will be needed is a bunch of possible civs, where each choice will lead toward a new bunch of possible civs. If you refuse to reform/upgrade, it may come to unrest or even civil war, if your ppl are too unhappy with your rulement.

I remember a lot of different civs from Civ5, even if it only was different leader, which also may be presented as a choice. The basics are allready there, all you have to do is to figure out how these changes/upgrades and choices could be done.

Cheers!
 
I love this idea, but it is just so complicated. It is like you would have to create an entirely different game, and the way you talk about techs reminds me of Stellaris a little bit, where you do not get to choose your techs but you are just presented with random techs that your scientists could research. It would also be cool if your geographical context shaped you, they tried to do this with boosts, but I think with a non-linear tech tree this could actually happen. But that would mean creating an entirely different tech and civics tree ...
Look, I love this idea but it sounds like you are talking about an entirely different game.
 
Look, I love this idea but it sounds like you are talking about an entirely different game.
That's exactly what I like in modding, the ability to create something very different.
 
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