Hydromancerx
C2C Modder
I ment more for this specific examples. The concept of choosing different bonuses sounds great but I think they should be more generalized and less specific such as Bracers being a very specific technology.
I ment more for this specific examples. The concept of choosing different bonuses sounds great but I think they should be more generalized and less specific such as Bracers being a very specific technology.
If not quests they could be linked to say cultures and made wonders. There are many ways to make things "rare" but still open to anyone. For instance the "Poison Tips" promotion is extremely hard to get.
I also think they should be more powerful since you only get a very specific amount of them.I ment more for this specific examples. The concept of choosing different bonuses sounds great but I think they should be more generalized and less specific such as Bracers being a very specific technology.
@Micael
I totally understand, I try to incorporate my favorite game concepts from other games into C2C such as Sim City 2000 and 4, Empire Earth I, Age of Empires I, II and III, Outpost 1, MOO2, Haven & Hearth, SMAC, Civ City: Rome, etc. There is no shame in looking to other games or other mods. If anything C2C is one big melting-pot of games.![]()
I also think they should be more powerful since you only get a very specific amount of them.
Definitely more power than a wonder. It should give you a lasting advantage in a certain area.
So if you have made several cities in desert regions it might enable you to choose a trait that increases the yield in deserts.
Would I get to pick another Archery based modifier [...] or would Archery no longer be a valid Trait Choice?
I understand the reason for the missions to be "hidden", but that would mean that there have to be some randomness in what missions will be available that age. Otherwise, you will eventually learn the missions available anyway, and then they won't be hidden anymore. And if there is a randomness involved, then you may be aiming to get a bonus for, say, your archers, but it was never a mission to begin with, so the bonus was not attainable. I think it is best from both these viewpoints to have them revealed from the start, so you know what is and what is not good to do.
Good point. Some "missions" could be just like you say. For example: "Mission: Build two cities with 5+ desserts within their fat cross. Unlocks trait "Desert Adaption": +1 Food on Desert tiles. Missions like these should always be available regardless of the age you accomplish them in.
So, there are two types of missions: era-dependent, and era-independent.
The way I was thinking was that *everything* a player could do would be counted in some metrics somewhere.
Then when you came to the age, it would present you with 5 choices for both positive and negative traits. The positive traits would come from the action paths which have the most points on the list, while the negative traits come from the action paths with the least points on the list.
How does that sound?
I think missions/quests and Cultural Traits/ Heritage should be separate to any cultural traits/ heritage system.
I understand. However, that would make it almost impossible to realize. In this case someone would have to make a huge list of possible traits, and make prereqs for them, and make them balanced, and so on. I agree, this would be awesome. But it is much more realistic to just choose maybe ten possible rewards for each age. Much easier to balance, for instance. All those counters you speak of could be use for this list in the same way you describe. It is just that the list is much shorter.
Again, the list of possible negative traits would be huge. Again, awesome if someone did it, but it is more realistic to limit the list to, say, 10 choices.
This is the way I would do it, so it sounds good. The thing we disagree on is how the list should be made.
What do you mean? Please explain!
I like that but I'd just let the different choices have a certain metric requirement to be enabled and then choose 5 random ones of those that are enabled.That makes sense, but it also limits it to however many missions you display to them.
The way I was thinking was that *everything* a player could do would be counted in some metrics somewhere.
If they built certain buildings, certain units, promoted certain troops in some way, won certain battles defensively/offensively, every x years on a certain % of the tech/culture/espionage/gold sliders, how many embassies founded, open borders signed, resources traded, and so on. All of this would be counted somewhere (and reset every time you go up the age) - each action you do has some some of point value.
Then when you came to the age, it would present you with 5 choices for both positive and negative traits. The positive traits would come from the action paths which have the most points on the list, while the negative traits come from the action paths with the least points on the list. If there was a tie in the counter, then it could randomly pick from the tied counters).
I like that but I'd just let the different choices have a certain metric requirement to be enabled and then choose 5 random ones of those that are enabled.
Sorry, I'm a firm believer of "If we're going to do something we may as well do it right the first time". Case in point:.
Balance isn't so much of an issue.
But you would agree with me if you weren't concerned about the huge effort needed to do it?
I like a bit of randomness so you have to adapt to what you can get. That means you have a certain amount of control and you will get something that fits to your actions but not necessarily exactly what you wanted.But then wouldn't we have the issue that TowerWizard was originally concerned about? Where you may aim for something and then find out it wasn't a mission. Say using his Desert Adaptation idea:
Desert Adaptation: + 1from all desert tiles.
If he aimed to get this "mission" by purposefully colonizing Desert Tiles, and then the Desert Adaptation trait wasn't an option, he now has sub-optimal cities (though I doubt even +1would make desert tiles fun).
What about if the possible trait "rewards" were picked from each area (like the areas I suggested above). And then from each of those areas only the top action counts? Does that make sense?
- Micael
Because for instance we would be making a choice of what promotions should give traits. Obviously not all of them would. Besides, and the fun thing with choices is that you can plan ahead over the ages. But if you have hundreds of choices every age, and can choose only one or two from those, the choices stop being fun, but becomes at best extremely agonizing and at worst totally random.
And, with hundreds of trait choices every age, some of them are bound to overlap. If not, then the effect will have to be made extremely small.
With a shorter list, the traits can be more unique, and can be made more powerful, since we can avoid overlap. If we restrict the lists, it would also be easier to program the AIs. Germany might be programmed to go after the aggressive traits, while Native americans might go after hunting traits.
Thus, even if I agree in theory, I will still say we restrict the lists to 10-20 traits per age. Better to favor some parts of game play over others, than to have a system that is worse than the one we have at present.
One choice of 10 areas for the prehistoric age would be, with examples of counters relied upon:
Defend the tribe! (Archery type units trained, xp gained by them)
This land is ours! (Melee units units trained, xp gained by them)
Extra proteins! (Hunter/scout type units trained, animals killed)
Better rocks! (Gatherers trained, improvements built)
Edumecation! (Science rate, number of myth buildings built)
I can dance! (Culture level attained in capital)
Everything the light touches! (Explored tiles, civs met)
Mutual exploitation! (Gold saved at age transition)
Fire, water, gravel and vinyl! (Buildings built, total production in capital)
What we carry within! (Wonders built)
Here I don't agree. Balance IS an issue, especially with such a huge list as the one you propose. Since this game takes ages to play, it is not fair to stick people with worthless traits. All should be somewhat powerful.
There is also the problem that a metric that fully determines what choices you get needs to be one number computed from many and balanced so certain trait choices don't dominate.
Separate metrics that count certain aspects and enable trait choices on certain conditions do not require any kind of balance between the aspects.
It is probably better to just disallow taking the same trait again. If you are an archer civ, then you are an archer civ.True. So if we limit it like you've suggested, we do have more control over balance, and if we keep it around 20 per age we do have enough diversity. I was thinking (since some traits may be available in multiple ages) that if they pick a similar trait for the second (or third or whatever) time that it just makes it ~50% more powerful (instead of doubling). This would help prevent abuse.
The problem is not in the coding but in the balance of numbers. You already mentioned 3 sources counting into the metric for native woodsman. How many woodsman promotions are equal to meeting one Civ for some exploration trait?Could this not be balanced in the metric gathering script? i.e. Building a unit provides 3 points towards said metric, a Building 5, etc? Once we have a list of metrics that would be getting checked, could we not balance the numbers out? I don't know how civ4 coding works, but surely it doesn't just have to be $i++.
- Micael
It is probably better to just disallow taking the same trait again. If you are an archer civ, then you are an archer civ.
The problem is not in the coding but in the balance of numbers. You already mentioned 3 sources counting into the metric for native woodsman. How many woodsman promotions are equal to meeting one Civ for some exploration trait?
I fear that will result in some traits nearly always there as choice and some not at all.
How many woodsman promotions are equal to meeting one Civ for some exploration trait?
Is it possible to have a relational check on some of the ones you wouldn't normally get and boost their points somehow?
Yes, this is one of the balance issues I was talking about. The way I am thinking is that each mission will succeed if you score, say, 100 points in the mission.
Next, some of the metrics is not only dependent on your own actions, but on the actions of other civs, like the number of civs found. We should consider to scrap those metrics from the calculations. For example, on some maps, you don't even have opponents on the same island, making it impossible to find any civs during prehistoric. On other islands, it is so crowded you will find many quite easily.
The balance issue is then to make it possible to succeed in the ones you want to succeed in, regardless of how you start the game. Since this is also quite impossible, this is an issue we cannot take into consideration. Some starts have loads of hammers available, making units easy to build, but other starts may have almost no hammers.
Did you see that? Have two rogue units, have pillaged at least x improvements.
What happens if you meet all of the criteria set out by your missions. Or what happens if you reach none- the idea is that the Civ develops even if they don't manage to achieve anything (the fundamental difference between this and quests) just by being themselves.
That's why I was suggesting that the traits that have been suggested are the top 5