void_genesis
Prince
- Joined
- Apr 12, 2011
- Messages
- 429
Here is a far out mod idea. After the joking suggestion Civ VI might be a FPS, I wondered if we could make a mod of civ with a racing mechanic.
The concept is thus:
Civilisations expand and claim territory, build pop, sci, food, production, culture etc as normal on any kind of map.
Each civ must move its units into the territory of each other civ once then return home (relying on open borders or triggering war in the process). Points are awarded based on the inverse strength of the unit- stronger units get proportionately less points. This favours early completion of the circuit, and makes for a nail biting finish as each final unit earns less points.
Civs must balance the amount of time spent moving units versus protecting their home territory. Each civ's development is a balance between maximum food/pop/prod/sci/gold while minimising territory to protect (though a wide empire has a proportionately smaller border to protect). Neither small/tall or large/wide empires have a distinct advantage.
The first civ to a set number of points wins (or the one to get the first unit out and back if it proves to be very challenging). I think training the AI might be difficult, but multiplayer should be fun.
PS- Not sure if my subconscious was genuine in coming up with this idea or if my brain stem was trolling my cerebrum. It does feel like it could be enormous fun.
PPS- A more elaborate version would require the building of a continuous track through all civs territories on a pangaea/oval map before the race could begin.
PPPS- Mod requirement list:
A system to annotate units with a list of civs visited/civs remaining to visit (maybe a civ color code system next to the promotions
A system to set the points target and to count them as they accumulate
A way to train the AI to prioritise visiting the missing civs on the list of each unit in a coordinated way (maybe a collective decision to send the majority of units with a common missing civ to visit on their list off to journey, with the remainder staying home to protect.....maybe not too hard after all).
PPPPS- Variations- Units must only touch other civs territory (no need to enter), or units must stand beside the capital of each civ. Need to visit all CS instead of/in addition to major civs.
The concept is thus:
Civilisations expand and claim territory, build pop, sci, food, production, culture etc as normal on any kind of map.
Each civ must move its units into the territory of each other civ once then return home (relying on open borders or triggering war in the process). Points are awarded based on the inverse strength of the unit- stronger units get proportionately less points. This favours early completion of the circuit, and makes for a nail biting finish as each final unit earns less points.
Civs must balance the amount of time spent moving units versus protecting their home territory. Each civ's development is a balance between maximum food/pop/prod/sci/gold while minimising territory to protect (though a wide empire has a proportionately smaller border to protect). Neither small/tall or large/wide empires have a distinct advantage.
The first civ to a set number of points wins (or the one to get the first unit out and back if it proves to be very challenging). I think training the AI might be difficult, but multiplayer should be fun.
PS- Not sure if my subconscious was genuine in coming up with this idea or if my brain stem was trolling my cerebrum. It does feel like it could be enormous fun.
PPS- A more elaborate version would require the building of a continuous track through all civs territories on a pangaea/oval map before the race could begin.
PPPS- Mod requirement list:
A system to annotate units with a list of civs visited/civs remaining to visit (maybe a civ color code system next to the promotions
A system to set the points target and to count them as they accumulate
A way to train the AI to prioritise visiting the missing civs on the list of each unit in a coordinated way (maybe a collective decision to send the majority of units with a common missing civ to visit on their list off to journey, with the remainder staying home to protect.....maybe not too hard after all).
PPPPS- Variations- Units must only touch other civs territory (no need to enter), or units must stand beside the capital of each civ. Need to visit all CS instead of/in addition to major civs.