[NFP] Apocalypse Mode

Not really sure how well I like this mechanic... soothsayers are already pretty much redundant with the religions in place. (To me basically soothsayers are prophets, etc. that can predict the future anyway).

They should make soothsayers a religious unit (same strength as missionary) tied to the city that it is built in. Also introduce a "channel time" during which the soothsayer must stand still while pronouncing doom on targeted area (10 turns maybe), during which it can be attacked by religious units (basically confronting a false prophet) or condemned as a heretic by military. If the soothsayer is killed while channeling, the religion it belongs to loses pressure all around as per usual and the disaster does not happen.
 
Not for the faint-hearted this, is it? Has anyone worked out if the Appease competitions are fixed in number, or if they randomly fluctuate? I'm planning on roasting a robot...
 
So I tried the Apocalypse Mode with Germany, on a small Pangaea map, medieval start.

I had a lot of land for myself so I built quickly a lot of cities, all with Hansas.

I burned as much coal and oil as I could, until the comets came.

More than half of the world’s cities were destroyed. In the picture, you can see what’s left of Hamburg, which was entirely inland. Now it’s an island.

To leave this hellhole forever I launched a spaceship, but it stopped moving halfway, probably because the spaceport where it launched was destroyed with Aachen (the crater beside the volcano North of Hamburg).

I moved toward a diplomatic victory, but Curtin won before because Canberra was the only capital not reduced to ashes.

It was quite fun.
 

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Started a multiplayer Apocalypse game this morning. No volcanoes near my territory, but we had great fun using a soothsayer to summon haboobs over the desert near a contested city on our border!

I think it’s great fun in a friendly multiplayer match. My friends and I have a weekly multiplayer session on Saturday mornings, and I’m looking forward to the upcoming game modes for some more twist some on the game.
 
I find that civs with strong UIs like the mekewap, outback station, hacienda, terrace farm, outback Station, Kampung, or outback station have a huge advantage on apocalypse mode if you want to pursue a strategy of “productive yet green so as to avoid the comets.”
The only issue it getting the mitigation project before a pollution-lover AI can kill us all. It’s too bad they don’t up the environmental/industrial persona divide to really bring about climate wars.
 
So I tried the Apocalypse Mode with Germany, on a small Pangaea map, medieval start.

I had a lot of land for myself so I built quickly a lot of cities, all with Hansas.

I burned as much coal and oil as I could, until the comets came.

More than half of the world’s cities were destroyed. In the picture, you can see what’s left of Hamburg, which was entirely inland. Now it’s an island.

To leave this hellhole forever I launched a spaceship, but it stopped moving halfway, probably because the spaceport where it launched was destroyed with Aachen (the crater beside the volcano North of Hamburg).

I moved toward a diplomatic victory, but Curtin won before because Canberra was the only capital not reduced to ashes.

It was quite fun.

Well, good to see the Eiffel Tower survived the cataclysm at least...
 
Apocalypse mode is fun for a change of pace and some crazy funny things can happen but I don't think I will be using it much after I finish my current game. I feel like all I do is repair districts & buildings constantly from tornadoes, solar flares, forest fires and storms and we are still on level 1 climate change. Not to mention the constant population loss which drastically slows your ability to build new districts. At least you can protect one city with Llang as governor since she can prevent all damage which is nice.

The yields around volcanoes and floodplains are nuts. They are also easier to deal with as you can choose not to build too close to volcanoes and you can prevent floods with a dam.

The soothsayer is also just odd. I feel like there are too many other things I would rather buy with my Faith. Although, so far in most appease the gods events I have seen, none of the AI have even participated. So it should be easy to win and maybe the later promotions are worth it so maybe that will change my opinion.

Diplomacy victory is much easier and you have to keep an eye on the AI as they can win a sneaky diplomacy victory if you're not paying attention.

It is fun to try but speaking only for myself, it doesn't seem like something I will want in most of my games. It could also be the fact that in this game I have three volcanoes in my territory and two major floodplain rivers running through it. Maybe on a different map it would be more manageable but the volcanoes and floods aren't really that much of a problem, its everything else that sweeps through and destroys everything you just finished repairing.
 
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It sounds fun, but it's something I'll play the same way I play scenarios: I'll play a few times, eventually, get the achievements and move on. This definitely isn't a mode I'll have active every time I play.
 
I have no words. 5 comets, 2 of them anihilated my 2 20pop cities, one hit somewhere close. My empire isn't bigger than ohers. Is player somehow priviledged with comets?
Yeah, finally some endgame fun!
 
I think there’s a core of a fun game in Apocalypse but it’s maybe falling a bit short. Tricky, because I do think it’ll seem better with some other game modes, and there’s probably a limit to how much time FXS can spend on one mode anyway.

Apocalypse Mode maybe just needs a few more hooks - see suggestions above.

The end game also seems a bit pointless. Win the game by turn x, or everything goes to hell. It would be better if there was something more dynamic to the end game. I think launching Bruce Willis into space to stop the Apocalypse is a bit naff and quite tedious, but you could maybe have the Space equivalent of Storm Barriers (Global Satellite Defence System) that maybe gets wrecked with each wave and you have to rebuild them quickly or the comets smash you.

The end game should also maybe have more riots (ie barbs) and maybe more ways you can leverage end game disasters, e.g, increasing the chance of rioting in enemy cities.

Hopefully FXS will tweak game modes a little over the next twelve months. I liked that they tweak red death a little, so there’s reason to be hopeful.
 
I enjoyed it in my Deity Maya game. I went to space just in time as the comets we’re hitting

Early on the disasters were happening often but I didn’t find it too ridiculous. Definitely had to invest in dams and avoid settling too close to volcanoes but had a fun and peaceful game otherwise. I was at 20 light years when the comets started to hit. The other continent had a bit more impacts that I did and let’s say in the 10 turns (1 comet a turn) I was hit once directly and once right next to my outer border.

AI was doing well keeping up in science and culture with me and I did have to be careful that they didn’t get a diplo victory with all the aid requests that were flying around
Ottomans almost got there before I got to space

I enjoy the apocalypse mode. The soothsayers are not my favourite. I would love to have an option to have apocalypse mode on with Soothsayers off

I think launching Bruce Willis into space to stop the Apocalypse is a bit naff and quite tedious
brilliant love it
 
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I feel conflicted about the mode. Fires are cool, the meteor shower is a cool mechanic, but I think i just only got it early in the game. Weird. The auroras are awesome, and have not seen the the coment, but oh how I want to...

About the new unit, the Soothsayer, the idea is great... you can use it to unleash a disaster on your enemies... and also acts as a support unit, finally giving some interaction between faith units and regular ones. But...

  • They are very expensive units to maintain.
  • You can unleash a disaster only on your position, and any enemy can insta-kill you so most of the time you need to escort your Soothsayer, but if you do you will damage your own units… it is just weird.
  • Disasters as implemented now are weak as a weapon, because they are designed to be balanced and give long term benefits. Also, in the apocalypse mode, they are so prevalent that they are mostly annoying.
  • Of course, it is another limited charges unit so they get no experience, and you only use it to build more…
  • The support roles can only be used with promotions, that I think you can only obtain them by being second in the Appease the Gods competition and … being first is actually worse. Besides this, the Appease the Gods competition is only a sink of resources to get a bit faith that you will not be able to use anyway.
  • I have not seen the AI cast any disaster, but they seem to play Appease the Gods… It seems to be another system that handicaps the AI. But to be honest is a system that will handicap any player that uses it.
The new unit has the same problem the WC has, it is over-balanced to the point is just boring.

Also, I’m in the atomic age and I am still at stage one. Nobody but me seems to be contributing at all to the climate change. Is the AI struggling more than usual in this game mode?

Also, the amount of disasters, I’m getting is ludicrous. And at this point they are only an annoyance that is totally inconsequential. Disasters should scale in size, not only in frequency and should be less frequent in stage one. I’m literally spending half my production on repairs. And have to repair something every turn. On stage one.

Here are some suggestions:
  • Give the Soothsayer, a small range to cast disasters.
  • Give the Soothsayer experience when sacrificing a unit or casting a disaster.
  • Allow soothsayer to work as a religious unit, so you can fight it with a religious unit.
  • Replace the charge system for a cool down, or a mechanic to spend faith when casting a disaster. Charge bonus would turn into cheaper uses or faster cool downs.
  • Give the Soothsayer a late appearance change or a replacement for modern age.
  • Make disasters in apocalypse mode less frequent but scaling in size and damaging effects. Specially in later stages. (I’m aware that late disasters don’t add benefits, and very late disaster take the previously added benefits).
  • Turn the disaster level option into a Frequency and an intensity option in the regular game.
  • Add some options into the mode, for example: Enable/disable a countdown even in early age so the game is always progressing to the apocalypse. Enable/disable the Soothsayer/Appeal the Gods mechanic.
  • Really still no earthquakes?
Side suggestions for religious combat:
  • Replace the charge system for a cool down, or a mechanic to spend faith when casting faith ability (or both). Charge bonus would turn into cheaper uses or faster cool downs.
  • Rework religious promotions, so they get applied with experience obtained at theological combat or use religious abilities.
  • Allow religious units to have support roles, like the Soothsayer with promotions (there is already a medic one).
  • Allow escort formations of religious units with military units.
  • Have a small spread effect when a military unit is defeated if you have an adjacent religious unit.
  • Increase the religious influence of a city if a religious unit of the same faith is stationed in its holy site. Reduce the religious influence of a city if a religious unit of a different faith is stationed in its holy site.
  • Disable the religious lenses by default. And showcase the holy-sites where the unit can heal when selecting a religious unit.
  • Allow religious units to heal in holy sites of the same religion in foreign lands.
 
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So, I’ve just finished my first game (immortal) with ‘Apocalypse Mode’ and the Maya.
I did enjoy it quite a bit, jet it was very stressful.

Not a small part in this enjoyment was based on the real world outside:
Just when the screen turned orange and the first asteroids pummeled the poor earth, a thunderstorm emerged, wind was blowing and rain hit hard on my windows. Such a nice service of mother nature; I laughed in delight! It was one of those rare gaming moments, I will remember for a long time in the future! :)

In addition to that, I had to keep the AI in check, where multiple civs were close to win a diplomatic victory.
Starting a war when in a dark age (the first time, this has happened to me so late in the game) was quite ... interesting.
When the ages finally neared their end and cosmic bombardment agonized the world, my atomic bombs fell on my enemies cities, adding radioactive fallout to the already maltreated lands.
My people were very happy to leave our dying planet and find their new home on an extraterrestrial planet ...

It was truly apocalyptic! :D

Anyway, as fun and entertaining as it was (I’ve never felt so much tension in any previous endgame!), I am not sure, if I want every future civ game to end like this.

Therefore I want to re-emphasize my previous post:
In order to maintain the long-term usability of the ‘Apocalypse Mode’, I want to suggest the disaster slider working on it as well. ‘4’ should deliver exactly the tense game we have now (I believe the sweet spot was well hit; good job, Firaxis team! :) ), while ‘3’ providing a slightly more relaxed game and ‘2’ allowing the special ‘Apocalypse’ features in an otherwise almost “normal” game.
 
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I just wish using nukes also hastens the Apocalypse. A missed opportunity to have a "nuclear apocalypse" a thing.
Yeah, there could be more correlation. Now it is up to you to roleplay and time it right.
Spoiler :

Game, set and domination match. Apocalypse means Apocalypse, GilgaBro!


 
My current game on Apocalyptic mode has been very tame up to turn 100 now.
A couple floods and a Hurricane.
I just captured The Great Bath.
I heard you can keep flooding tiles with a Soothsayer??
Can anyone explain or confirm this and how many floods is enough??
 
Just finished a game with Bolivar. I was achievement hunting, so aiming both for 'The End of the World as We Know It' and 'The Accursed Share'. That last one needs a fully-promoted Soothsayer to sacrifice a fully-promoted GDR. I'd rampaged through the early game, so I had fully-promoted GDRs by the start of the Atomic era (playing on Online Speed, and on Prince - yeah, I know, but I was just after the shiny badges...). At that point I got a 4th Appease the Gods competition and sacrificed a robot - no joy. I'd won every competition to that point, so Soothsayers had 3 promotions. Winning this round gave them a fourth, but though I waited till turn 250/250, never had another competition. Did get the 'The End of the World' (last man standing achievement), though. My poor capital bit the dust after a couple of near misses, but I had to finish off Rome in the last turn.

So, anyone cracked 'The Accursed Share' yet? Anyone had more than 4 Appease the Gods competitions? Still curious whether the timing on these is random or not.

As to the mode itself, I quite like it, though didn't find the soothsayers that impactful. But it did get me playing with the max disaster setting, which I wouldn't normally do, and it's pretty fun.
 
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