drekmonger said:
Regarding Nexus Towers and the associated setting:
Perhaps Towers could be like Villages in Civ4...your workers plant a small one on a tile, and it gets bigger when it's worked by a city. Bigger towers produce more mana. Even if the rest of the setting concept isn't used, I dig the idea using Towers (or something simliar) in the fashion.
Of course, if you are explicitly using something that generates "mana", that means that you will have to keep track of a whole new type of resource in addition to gold, food, health, production and happiness. This would probably be doable, but a
lot of work...
Not that my idea is all that simple either, of course, since it adds another layer of complexity to city management. Both would require some major AI coding, let alone all the other details we are not likely to realize at the moment. It is too soon to tell which one would be easier...
Personally, I'm not interested in mod that features heavy influence from D&D/Tolkien. I don't want to see no stinking dwarves, elves, orks, etc.
Of course, if you do away with those, the question is how you will create a setting that is universally recognizeable as "fantasy". Tolkienesque tropes
are easily recognizeable by a large segment of the population, while other fantasy variants are less well known.
Another thing that should not be overlooked is how to make a fantasy scenario that is
coherent - one that has an internal logic even apart from the game mechanics. "Default Civ" is instantly recognizeable because it mirrors the evolution of human society. A made-up fantasy scenario mirrors... what?
Of course, we could just make some random stuff up. But the scenario would be much more powerful with a connecting theme and overarching story. Using the commonly known Tolkien/D&D fantasy tropes would help here - players would have some inkling of what to expect.
Urbis started out as an intellectual exercise how a typical D&D/Tolkienesque fantasy world would look like if the resident mages developed their craft further until they reached some sort of magical technological revolution. As a result, I put some fair amount of thought into how "magical technologies" might develop - and these ideas would probably translate fairly well into Civ tech advances, units, and city improvements.
And everyone has their own ideas for what to include in a fantasy setting--wouldn't want to work on a mod where we are slavishly realizing someone's homebrew D&D campaign.
Well, since it is
my homebrew D&D campaign, I am naturally interested in pursuing it. But I realize that others aren't as motivated on this subject as I am
But maybe I could make a suggestion: There is no reason why we ought to slavishly follow my setting - indeed, that would only limit the mod (though it should not be too difficult to make a specific scenario that fits my world precisely later on...).
Instead, we could use the ideas for magical and technological development of Urbis to create an "alternate technology tree" with alternate units and city improvements - a sort of: "How would human civilization develop if magic was real?" We can leave all the nonhumans (elves, dwarves, orcs etc) out - trying to code race-specific civilization effects would just represent another layer of complexity we probably don't need at the start - and concentrate on purely human magic and technology. We should probably even leave Unique Units out for the time being until we have the basic technology tree worked out.
How does this sound to you?
I will try if I can work out some more conceptual stuff over the weekend...