Change to Civ Expansion?

shackleton

Warlord
Joined
Nov 8, 2005
Messages
109
Is this possible? And if so, anyone interested in making it?

The idea is to change the way that civilisations expand. A civ begins with a core of cities, then builds outlying forts to fend of barbarians and eliminate fog, and over time those forts develop into cities. This development will be somewhat random and can cause you to accidentally overexpand, or to expand in unexpected directions. The map is drawn out much slower, contact with other civs is impossible early on unless they are your neighbours etc.

I've bolded the things which I'm thinking may not be possible

- Settlers are renamed colonists
- Each civilisation begins with 3 colonists
- Colonists cannot be built until "colonialism" tech in the Renaissance Era.
- Forts can no longer be constructed by workers or engineers.
- A new unit is created called Forters (placeholder name, didn't think of an appropriate name yet). They cost the same as settlers did. They are available with masonry.
- Forters can be used to found forts. The forter is consumed in the process.
- Forts increase sight radius of any units in the fort by 2, and also have the conventional fort effects.
- The AI has to recognised forts as the new settlers and use them as such (think this should be pretty easy; just duplicate settler AI)
- Forts generate 1 culture
- Forts have same building restrictions as cities (cannot be built within 2 squares)
- Each turn, a fort has an increasing chance of becoming a city.
- Units have a limit on how far they can move from your territory by era
- Forts mayhave to be capturable in the same way as cities


*edit* added a couple more things
 
Pretty good idea. I think that forts should generate some cultures and be able to grow into cities eventually. Hundreds of real-world cities across the globe were founded that way.
 
Well in the absence of info as to whether its possible, I might try and make a ghetto version of this.

I really like having more wild, barbarian lands for longer, and landmasses with reduces numbers of civs don't really cut it since then you end up with massive civs later on and horrifically rapid expansion.

So I'll maybe try making a tech required to build settlers and make the fog busting forts and maybe I can do something else to give a trickle of settlers early on. Maybe I can give each civ a tech when they discover landmark techs, or have great people found cities or something. Other ideas welcome :)
 
Everything you mentioned should now (post-sdk) be possible. It is really just a matter of how good your C++ skills are, or how much time you are willing to put towards building C++ skills.
 
None and none :lol: I'm really relying on someone saying "Oh! I'll do that!"

As for my ghetto versions, don't like the idea of great people founding cities instead of settlers, too unbalancing.

Need to think of a better way :)
 
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