Publicola
King
- Joined
- Apr 26, 2014
- Messages
- 759
Per Leoreth's suggestion, I'm breaking the discussion of a future 'Archaeology' mechanic out to a new thread.
I see two possible approaches for an archaeology system.
The first is a 'fire-and-forget' approach, comparable to the proposed Natural Wonders mechanic: certain tiles have archaeology-related features, which give a one-time bonus to whoever discovers them, and an ongoing yield to whoever owns that tile.
The second is a more involved approach, comparable to the 'archaeology' mechanic used in Civ 5 and 6: certain tiles have 'antiquity sites' or other archaeological features, which can only be exploited by specialized 'archaeologist' units (or explorer/worker units with a special promotion) and 'archaeological dig' improvements.
The first approach would be a lot easier to include, and significantly more user-friendly. However, the second approach strikes me as more immersive and potentially more fun.
Perhaps we could try to incorporate both sides: a basic 'discovery' system so most of the benefit comes from normal exploring, along with a special unit/improvement so players can follow up for additional (though lesser) benefits. The overarching goal should be to include archaeology as a cool 'mini-game' without making it essential for a cultural victory.
As far as possible archaeological features, there are six main categories that we can look at:
I see two possible approaches for an archaeology system.
The first is a 'fire-and-forget' approach, comparable to the proposed Natural Wonders mechanic: certain tiles have archaeology-related features, which give a one-time bonus to whoever discovers them, and an ongoing yield to whoever owns that tile.
The second is a more involved approach, comparable to the 'archaeology' mechanic used in Civ 5 and 6: certain tiles have 'antiquity sites' or other archaeological features, which can only be exploited by specialized 'archaeologist' units (or explorer/worker units with a special promotion) and 'archaeological dig' improvements.
The first approach would be a lot easier to include, and significantly more user-friendly. However, the second approach strikes me as more immersive and potentially more fun.
Perhaps we could try to incorporate both sides: a basic 'discovery' system so most of the benefit comes from normal exploring, along with a special unit/improvement so players can follow up for additional (though lesser) benefits. The overarching goal should be to include archaeology as a cool 'mini-game' without making it essential for a cultural victory.
As far as possible archaeological features, there are six main categories that we can look at:
- 'Fossil sites' -- these should be early human fossil sites, like the Cradle of Humankind in South Africa, but we could expand this to include pre-human fossil finds, such as the La Brea Tar Pits or the Burgess Shale. C2C has features for both 'fossils' and 'tar pits', so this should be easy to incorporate.
- 'Prehistoric settlements' -- these would include early human habitations that do not have monumental architecture, like Monte Verde or Blombos Cave. These are treated as wonders in C2C, but I don't think they have special art attached. On the other hand, we could just use C2C's art for generic prehistoric cities, which would fit really well.
- 'Cave art' -- these would include major cave paintings otherwise unrelated to prehistoric settlements, such as the Lascaux Caves or the Cave of Altamira. We could probably use C2C's 'cave' feature for this.
- 'Megaliths' -- these would include any examples of monumental architecture before the rise of in-game civs of that area. This would include the Stonehenge and Göbekli Tepe, as well as more recent megaliths like the Nazca Lines or the Cahokia Mounds. All of these are treated as wonders in C2C, with unique art for each.
- 'City ruins' -- these already exist as features on the map, so it'd just be a matter of making them usable for archaeology. I'd suggest we add a variant 'ruins' feature for cities that once had wonders, to make those sites more valuable.
- 'Ancient battlegrounds' -- I'd love to include this element from the Civ 5 system, since such battlegrounds are a major source for archaeological exploration in the real world. I have no idea how this might work, though -- any battle before the Middle Ages has a 2% chance of creating a hidden 'battleground' feature for later explorers to reveal? Perhaps battles that involve unique units would increase the chance of a 'battleground' feature appearing (something like 10% odds if one side is a UU, 25% odds if both sides are a UU?) I don't know if there's any art for this in any existing Civ IV mod.