ew0054
Troll Extraordinaire
I have had an idea for a new mod called "Bugs in the Backyard". I'm not trying to make a takeoff on SimAnt here. I always thought it's be cool to have a game where you play as different bugs (not just ants) who hunt each other, build nests, etc. Here are my ideas, let me know what you all think. If there's enough support, I'll try to make this!
The ''RACES''
ANTS: Expansionistic, agricultural. ''Cities'' look like anthills. Mining looks like small holes.
SPIDERS: Militaristic, perfectionist. Cities look like big web areas. Irrigation looks like thin webs (to capture ''food''). Spider cities must be built next to or on certain terrain like "house wall", "tree", if that can be coded into the game.
BEES: Militaristic, expansionist: Their cities look like hives. Irrigation is honeycombs. Mines are small holes (think carpenter bees for that one).
HUMANS: Probably best as "barbarian" units. Human units could be people, lawn mowers, etc. They would be very powerful and nearly destroy ''cities'' in one hit. They couldn't take over cities, and would originate from a special "house door" tile.
Other ''barbarian'' units could include birds and other animals that eat bugs. Also have disaffected units (like barbarian spiders, bees, etc) that attack
TERRAIN
F: Food, S: shield, T: trade
Grass
F/S/T: 2/0/0
Tuft of dirt: +1S
Flower: +1F,1T
Mushroom: +2F
(Various dropped human food) +Lots of foodstuff points
Can be irrigated: +1F
Can be mined: +1S
Dirt (replaces Plains)
F/S/T: 0/1/0
Moss: +2F
Pebble: +1S (can add defensive bonus)
Dry Leaves: +1F
(Various dropped human food) +Lots of foodstuff points
Can be irrigated: +1F
Can be mined: +1S
Tree Wood (replaces hills; starts in a circular cluster and protrudes outward)
F/S/T: 2/1/0
Lichen: +1F
Carving: +1T
Rotting Wood: +1F
Can be irrigated: +1F
Can be mined: +1S
Defensive bonus for units/cities
Leaves (replaces jungle; adjacent to tree)
F/S/T: 2/0/0
Aphids: +2F
Cannot irrigate or mine (too fragile)
Sidewalk (grey cement; replaces Desert)
F/S/T: 0/1/0
Weed: +1F
Moss: +2F
Crack: +1S
Coin: +4T
(Various dropped human food) +Lots of foodstuff points
Cannot irrigate
Cannot mine
Pavement (dark grey cement)
F/S/T: 0/1/0
Weed: +1F
Moss: +2F
Crack: +1S
Oil: +3S, +1T
Cannot irrigate
Cannot mine
House wall (replaces mountains; impassible by ALL units)
F/S/T: 0/1/0 (1 shield: think bugs that dig into the wall)
Window: +1F,+1S,+1T
Door: +2F,+1S,+2T (origin point for human units)
Rotting Wood: +1F
Cannot irrigate
Cannot mine
Minor tribes could be small nests/eggs or something like that.
Terrain probably shouldn't be terraformable.
If only we could have layers like in Civ2 test of time. We could have
1. Treetop layer
2. Lower tree layer
3. Ground layer
4. Underground layer
(or just leave out one layer and use the bottom three)
TECHNOLOGIES
This will probably be the toughest part. There could be some technologies that are exclusive to one "race". Technologies could be various scavenging/hunting techniques. The tree need not be too extensive. There should be an end goal that all the races are trying to reach.
The ''RACES''
ANTS: Expansionistic, agricultural. ''Cities'' look like anthills. Mining looks like small holes.
SPIDERS: Militaristic, perfectionist. Cities look like big web areas. Irrigation looks like thin webs (to capture ''food''). Spider cities must be built next to or on certain terrain like "house wall", "tree", if that can be coded into the game.
BEES: Militaristic, expansionist: Their cities look like hives. Irrigation is honeycombs. Mines are small holes (think carpenter bees for that one).
HUMANS: Probably best as "barbarian" units. Human units could be people, lawn mowers, etc. They would be very powerful and nearly destroy ''cities'' in one hit. They couldn't take over cities, and would originate from a special "house door" tile.
Other ''barbarian'' units could include birds and other animals that eat bugs. Also have disaffected units (like barbarian spiders, bees, etc) that attack
TERRAIN
F: Food, S: shield, T: trade
Grass
F/S/T: 2/0/0
Tuft of dirt: +1S
Flower: +1F,1T
Mushroom: +2F
(Various dropped human food) +Lots of foodstuff points
Can be irrigated: +1F
Can be mined: +1S
Dirt (replaces Plains)
F/S/T: 0/1/0
Moss: +2F
Pebble: +1S (can add defensive bonus)
Dry Leaves: +1F
(Various dropped human food) +Lots of foodstuff points
Can be irrigated: +1F
Can be mined: +1S
Tree Wood (replaces hills; starts in a circular cluster and protrudes outward)
F/S/T: 2/1/0
Lichen: +1F
Carving: +1T
Rotting Wood: +1F
Can be irrigated: +1F
Can be mined: +1S
Defensive bonus for units/cities
Leaves (replaces jungle; adjacent to tree)
F/S/T: 2/0/0
Aphids: +2F
Cannot irrigate or mine (too fragile)
Sidewalk (grey cement; replaces Desert)
F/S/T: 0/1/0
Weed: +1F
Moss: +2F
Crack: +1S
Coin: +4T
(Various dropped human food) +Lots of foodstuff points
Cannot irrigate
Cannot mine
Pavement (dark grey cement)
F/S/T: 0/1/0
Weed: +1F
Moss: +2F
Crack: +1S
Oil: +3S, +1T
Cannot irrigate
Cannot mine
House wall (replaces mountains; impassible by ALL units)
F/S/T: 0/1/0 (1 shield: think bugs that dig into the wall)
Window: +1F,+1S,+1T
Door: +2F,+1S,+2T (origin point for human units)
Rotting Wood: +1F
Cannot irrigate
Cannot mine
Minor tribes could be small nests/eggs or something like that.
Terrain probably shouldn't be terraformable.
If only we could have layers like in Civ2 test of time. We could have
1. Treetop layer
2. Lower tree layer
3. Ground layer
4. Underground layer
(or just leave out one layer and use the bottom three)
TECHNOLOGIES
This will probably be the toughest part. There could be some technologies that are exclusive to one "race". Technologies could be various scavenging/hunting techniques. The tree need not be too extensive. There should be an end goal that all the races are trying to reach.