Thunderbrd
C2C War Dog
I want all units to start as carrying the influence they began with. Obviously units like immigrants would, when joining back into a city, strongly take that influence into that merger with them. I don't want to make elite culture units replacements for the units they are based on - at this point, not all of them are even based on a given other unit type template. We divorced the idea of them being replacements a while back.Say, all normal units get born "Human", as in with "None" culture.
Then, they slowly absorb the culture(s) from the plot they are currently sitting on (could be limited to cities, and could be limited to full-turn-skip).
And when their personal culture % is high enough (say, 51% for zero possible competition flukes), they actually CHANGE to a cultural unit of that culture.
And after that, they can never change to anything else, no matter how much different culture(s) they carry on them as baggage to influence cities and plots.
In other words, you NEVER build unique cultural units altogether - you TRAIN them via cultural influence over time, and it's a ONE-directional switch as well.
How's THAT for an idea, lol?
If you send Roman troops to hold Celtic territory, over time, they rub off on each other. This is one reason you get revolutionary sentiments growing on borderlands and so on. Also some pockets of cultural sentiment and differences can emerge from within a nation. There would be units that you could promote to BE influencers - entertainers as a prime example. The idea of any given thing being locked in might apply fine to units that are what they are purely because of their absolute dedication to a given cultural identity, but for most, they should be fluid I think.
And that's just talking culture here. Similar would be special religious units - all other units could have their 'religious unitcombat declaration' vary based on influence %s adopted, but a unit like a Crusader, being a Christian only unit, would only qualify to be trained in a highly Christian city and would remain completely fixed as that religion. Loki Fists, much the same for Asatru, etc...
We aren't talking about only having surface maps either, but space maps, even dimensional maps, and even like the fantasy version, subterranean maps (based on the original earth surface map). We'd offstore MOST map info, but if you needed to target another map, we would need the ability to be able to refer to a second map in memory at a time. I'm told modern offloaded data storage could be done pretty quickly to bring in and out. You might feel it some but not intolerably so. How to get the AI to work with it is probably the biggest hitch. Big questions exist as to whether we need a whole new game engine or not.Now, multi-maps should still be real-time-ish, but my idea was always BEYOND merely several "surface maps" like in ToT.
I'm hoping for something more like Spore, where you have "planet map" alongside "space map", or even more specifically - separate "star system map" and "interstellar map".
And then a bunch of "planet maps" as well, though the latter would be an issue very directly tied to memory limitations, obviously.
But there's one thing that actually makes this rather easier:
1. The maps would be used only one at a time anyways, since it's turn-based. This drastically reduces the memory issue, compared to real time moving maps, like those of Spore.
2. Basically, you should really go for "load all, use at need", kinda exactly like with viewports right now. Heck, that's most probably HOW you gonna do it to begin with, I guess.
This said, and memory limits aside, what exactly is the current problem with implementing the concept itself?
Like, if you use it on a Duel map, then memory is quite not an issue yet, so what IS?