Challenge to all SDK and Firaxis programmers

SJSerio

Centurion
Joined
Aug 21, 2005
Messages
1,453
Location
Carney, MD
Now that the Civ 4 SDK is out, I wish to offer a challenge to Civilization Modders. I offer a challenge because 1. I am no programmer (though I do have a very basic understanding of how it works) and I do not pretend to be one. 2. I have no close friends who are programmers and Civilization fans, and 3. because I am going to be on a ship for the next six months or so and I will not have access to a computer that will even play Civ 4. Having said all that, the task I offer is not easy by my reckoning. It is a change to the core game itself. Before I name the challenge, let me set it up.

One of the key reasons I am attracted to Civilization is because it is turn-based. In a game of this magnitude, I much prefer turn-based over real-time. I have tried those games and I always wind up too frustrated to play any further. Warcraft, Age of Empires, Rise of Nations... all of these just have too much going on for me to really get it down. Even working with others to alleviate the mass-management gets frustrating, especially when you don't have the right team mates to counter your own strengths. One game I did like was both real-time and turn-based. That game was Lords of the Realm (2 specifically). The thing I liked was that all of the management issues were handled in a turn-based environment, while the battles were done in real-time maps. This made the real-time portion more fun as you were able to concentrate on the battle strategy and not have to worry about how other things, like your economy, were going.

That brings me to my challenge. To create a real-time battle environment that works in conjuction with the core game. I do, however, have a somewhat specific vision of how this would work...

The Basics

First of all, it would probably be best to make this feature a pre-game option (especially if other things are offered as not to alienate those who prefer the regular way). Of course, it could be a stand-alone if there are no other major changes to the core game. Having an option may also make it easier to integrate into the game in a future expansion, say! Anyway, The battles will seemlessly come in several varieties:

skirmishes - one on one battles that should take no more than a minute or so to complete.
assaults - where one force engages another force
seiges - where a force attacks an occupied citie or other fortification

Of course, these names are aesthetic as the battles will all unfold in the same manner. Basically, the way I see it is that the battle commences when one unit attacks an enemy unit. A seperate, battle-map would appear that encompasses an area of about a 2 tile radius from the unit being attacked (most likely equal to a city radius). For example, if a Roman Infantry attacks a German Rifleman, the center of the map will be where the where the German Rifleman was located. The layout of the Battlemap will reflect that area of the world map in terrain and structures and improvements at a larger scale. So if a city has an ocean to the east, hills to the west, mountains to the North, and forested plains to the south on the world map, it all reflects on the battle-map. All units within the battle radius are placed into the battle (more on this later). The battles could either be played out until the forces of one side is depleted of units or a player retreats from battle. Different factors would come into affect during the battle which could really determine the outcome.

The Units

As I said, units in the battle radius are all included on the battle map. At least, all units that are actively engaged in the war. This includes a third or fourth nation that happens to be in the radius at the time. (Options for how that works will be discussed later.) For every unit that is in the battle radius, a number of sub-units will appear on the battle-map. That number would probably be best fixed accoring to type. On that point, here are my suggestions:

Foot soldiers - 10
Mounted units - 5
Artillery - 3
Vehicles - 3
Air Units - 2
Naval Units - 1

When it comes to air units, I am uncertain how this could be used to affect. I suppose that any air units that happen to be patroling in the battle radius will be included in the battle. As well as any air units that are in cities, airports, or carriers. Anyway, these numbers are negotiable to what would best fit the design, but hopefully provide an idea of what I am getting at. How they are handled could be in one of two ways:

A. The units are tied to a single "battalion" and move as one. In otherwords, an infantry unit would be represented by a battalion of 10 infantry units. Much like how the regular Civ 4 battles are done, the loss of each unit (on the battle map) represents damage to the core (world map) unit.

B. The units work individually, but are still tied to their core units.

On that note, retreat would be handled best if there is a certain amount of time that must pass before retreat can be possible. This is in order to keep players from retreating right away. After the time has passed, the player must move all surviving units to retreats points at the edges of the map or to a designated fortification for players being sieged. Then the command will be available for retreat. Any units left at the end of the battle would have thier turns used up. So if a cavalry unit was in the battle that had not moved prior to the engagement, they will not be able to move after the battle is complete until the players next turn. Also, units who retreated to the edge of the battle map will appear on a space just outside of the battle radius (in the direction they retreated).

Terrain, Improvements and Resources

As said, terrain in the battle map would reflect that of the battle radius on the world map. This is especially important when it comes to coastal areas. For example, ships would be able to bombard the land area. Naturally, it would have affects on the strategies used by the players. I'm sure I need not elaborate on that too much.

Improvements would also play an important role. naturally, roads would make it easier for units to traverse through some terrain. Some improvements will also provide aids in defense. Walls will hinder enemies and fortifications and coastal batteries will have thier own (built-in) artillery which can attack enemy units (if friendly units are their to work them. Otherwise, the enemy can gain control and turn them against the owner. Of course, improvements can be destroyed as well. Artillery, Bombers, tanks and such can damage and destroy the improvements, stealing their advantages. By having none-destructive units (i.e. infantry and cavalry) attack the improvements, they can charge up and gain control of the facilities until the battle ends or they are removed again. On a side note, artillery could be taken in this way as well. This would, of course, reflect on the World Map when the battle is over.

Resources could also play a role. Obiously, since improvements would be in danger of being destroyed, it would add a deeper strategy of defending those resources. One possibility could be to allow units to pillage certain resources. If those units survive the battle, then the resource could do something special for the player. Food could heal units in the battle, luxuries could add to experience of the units, and strategic resources could provide a free unit to the pillaging player. These are all possibilities!

Unit Experience

Speaking of experience, the promotions could still come into play. A unit that has a ranger ability could drive through forest much easier and attack to and from those areas as well, for example. This area may need more thought and suggestions, however!

Summary

All in all, that is the core of the challenge. Of course, there are more elements to explore, and more possibliities for deepening this idea. But, to be honest, it is late, I am tired, and I am sure that others who may like this idea would love to add there ideas. It has been said that with the SDK one can make a game that is based off of civilization 4. As I said, I am no programmer, and with my limited knowledge of the subject, I don't know how hard it would be to integrate this, but I am sure it would not be easy. It may be something that would have to wait until Civilization 5. In any case, the challenge is offered. In a few days, I will be leaving on a ship with limited internet access, but I will check back for any feedback (and progress of those who have accepted this challenge) as often as I can. If anybody does feel up to it, drop a pm to me and I will get you my contact information. I have nothing to offer but my own ideas and suggestions as I am not a professional in any matter. All I ask of the person or people that would take up this challenge is a mention in the credits.

Perhaps when I return later this year, I will be able to provide a little more. Until then, I will see you all around.

Have a nice day!

Sal "Thorburne" Serio
 
How much ya paying for this?
 
Believe me, I understand the amount of work involved to bring this to reality. As I said, I am not a programmer, but I do have a basic understanding of programming from when I tried to teach myself. I understand that even the simplest of processes can be pages of code.

Anyway, I know that it would be too much for a single person to do in a reasonable time; that it would need a team as . If I had the resources and the time, I would definately pull together a team and work on it myself. Alas, I can only hope that someone out there likes it enough to make the attempt. About the only other chance is if something crazy, like I get a job with Firaxis, would happen.

Which, by the way, from about November of this year to March of next year, I will be heavily involved in finding a job as I will be ending my service in the Navy. I do have one promising job offer, but I am still open as that is not definate yet. Oh, and I am from Baltimore (hint, hint, Firaxis)!

:mischief:
 
WOAH!
youre asking for an utterly new game!
The nearest I can see happening like this is a turn-based version, and a very weak-graphic one as well.

just don't expect anyone sane to say they'll do this just because you asked. This realy would be a fraxis-thing.


Loved the diea though :)
 
I didn't read through your whole post but aren't Total War games like this? There's turn based map mode where you control your nation and real time battle mode where you fight battles. Though TW aren't exactly like Civ, they still have similarities. But I could be wrobg because I've never bought any TW game (I've only played the demos).
 
That sounds exactly like Rome TW, which is a great game by the way. Seriously though, asking people to do this just because you asked is a little rude. Most modders do what they do because they enjoy it, and want to make the mods and scenarios they want to make. Besides just some units and maps and civilizations many modders don't take these kinds of requests.
 
Or the entire Total War series... maybe you should try them out, I liked Medieval a lot as it combines both turn-based strategy and real-time tactics. If you're in the military I think you might also appreciate its take on tactics in terms of formations, flanking, etc. It also does take into account terrain, fatigue, weather, etc. The part I liked best about it was how generals would develop traits in response to how they behave: if they beat 2:1 odds on defense they become "Defense Expert" and if they sit at home they have a chance of becoming lazy or corrupt (this being a feudal society, they also serve as your provincial governors).

I highly recommend it!
 
I was thinking of an idea VERY SIMILAR to this but not for a Civ IV mod but make it a standalone game, I was going to try to gather a team and try to do this but then two games I really like were going to come out, Civ IV and oblivion but that ended up coming in march.
 
Padmewan said:
Or the entire Total War series... maybe you should try them out, I liked Medieval a lot as it combines both turn-based strategy and real-time tactics. If you're in the military I think you might also appreciate its take on tactics in terms of formations, flanking, etc. It also does take into account terrain, fatigue, weather, etc. The part I liked best about it was how generals would develop traits in response to how they behave: if they beat 2:1 odds on defense they become "Defense Expert" and if they sit at home they have a chance of becoming lazy or corrupt (this being a feudal society, they also serve as your provincial governors).

I highly recommend it!


I would have thought fraxis would have done it for civilization 4 to compete with the market a bit more...but...they didn't... I hope that if they do work on a civilization 5 they look into doing this as it would make battles alot more fun and you could then take the stratigic part of the game onto the battle field..
 
boneys26 said:
I would have thought fraxis would have done it for civilization 4 to compete with the market a bit more...but...they didn't... I hope that if they do work on a civilization 5 they look into doing this as it would make battles alot more fun and you could then take the stratigic part of the game onto the battle field..

well the sytem with the stack and promotions and so on, is nice, it doesnt take too much time and let you play hot seat, but at least a zoom in and turn based tactical combat as in master of magic would have been a great improvement for CIV !!!!!!!!!!!!!!!!!!!!!
 
I love the idea for the turn-based battles, but I'm inept at modding. I think that for now someone should try to make battles like the land battles in Pirates!
 
Tycoon101 said:
I love the idea for the turn-based battles, but I'm inept at modding. I think that for now someone should try to make battles like the land battles in Pirates!

don't be so down on your self tycoon.

yeah, Id love to have turn-based battles. It would be like a very simple but varied version of advance wars. What was on the tile in the main game is what the terrain is when you play.

I think that's the way to go
 
I like the idea of the turn based game with real time battles ( before anyone says it i have the total war games) but i like playing civilization 4 i just think real time battles would bring loads more fun and thinking to the battle field.....

There is one thing though I can't see anyone but fraxis doing this sort of thing it will simply take to long I mean the SDK has been here for a week or 2 and no one has even made a cruise missile (i try'd using the nuke but i can't take the "nuke" out of it and the AI still say you "nuked us" and as I'm no programmer (although i am trying to teach myself C, thought C would be best before C++) I have no idea how or where to start in the SDK to make a normal missile...
 
Lord Olleus said:
It would take too long to play !!!


Whats wrong with a long game? almost everyone that I know who plays civilization love long games thats why they play civilization.. lets face it you can go out and buy a game and one week later you've finished it and you're looking for a new game. any way you could have a option for quick resolve battle so its like it is now or you could have real time/turn based battle and you fight it so everyones happy
 
They will never ever add real-time battles. It's just not Civ.

I won't rule out some sort of stacked combat battle engine... or maybe even turn based battles in Civ 7 or 8 however.
 
The Great Apple said:
They will never ever add real-time battles. It's just not Civ.

I won't rule out some sort of stacked combat battle engine... or maybe even turn based battles in Civ 7 or 8 however.


I think If they wait till civ7/8 (saying civ goes on for that long) then fraxis will be lossing on the high streets people won't want out of date games they want up to date thrilling games don't get me wrong I love civi games but they need to do more to keep us fans going.
 
civ isn't about zoomin gin on battles.

but it would be nice to llok at wouldn't it? A lot of work for a small reward, but it would still be a great thing to have (Im talking about turn-based battles. It would be too much to play a game with so many RTS battles going on.
 
dalek master said:
civ isn't about zoomin gin on battles.

but it would be nice to llok at wouldn't it? A lot of work for a small reward, but it would still be a great thing to have (Im talking about turn-based battles. .


like i said on another post you don't need to have every battle like this if you didn't want it you could just select a quick resolve button so you skip the battle and just see the results and I know civ isn't about zooming in on battles.... BUT having said that battles and wars are all part of this worlds history/modern day/future and it would be good if civilization (fraxis) done more to show this.

any way this isn't something that they are/will do anytime soon...give me a cruise missile and I'll be happy guys/moders ;)
 
Back
Top Bottom