Evolution ideas

owenbevt

Chieftain
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Mar 4, 2009
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appologyes I miss understood the "about this forum" thread, ill find somewhere more appropiat for my poast (i can't see how to deleat it but feal free to do so)

Hears an idea i have for use primary in Fantasy/Sci-fi scenarios and mods so that not only can you chose what actions your race takes but over a long time your chooses will alter what your rase IS.
E.G. If your lizardmen move into a landlocked arctic area over the coarse of a few ages they will loses most of there aquatic abilities and start growing thick cold-resistant fur.
E.G.2 if your space colonists find themselves at peace in a stable and society full of labs for century’s evolution could start to favour intelligence while physical strength becomes irrelevant boosting your science but slowing barracks etc production.
I’v not started work on it yet as I’d like comments on the idea, what people would like to see and if there any way of saving myself some work first.
How do I plan to achieve this? It’s made more difficult by me only knowing XML and no python but I believe it is possible with a combination of events and “buildings”
1:Every so often your cities will gain an Evolution Point (which will probably be represented by a “building” and show as a shining light in the city) , this will be done by a recurring random event with the chances defined by the amount of population. Other events with the same effect would also have a chance of happening if for example you have access to mutagenic chemicals or chaos mana.
2: a short while after gaining an Evolution Point you will be informed that your populations gean pool has changed in some small way deterred by your situation, if you have certnat technologies such as biology you may be able to reject the change and wait for another one to happen in a few terns. This genetic characteristic will be represented as a “building” in all your cities e.g .Beautiful Citizens: +1culture.This will need a huge number of different random events triggered by different situations but each also needing an Evolution Point to trigger.
3: with more Evolution Points and more of the same event it will be possible to build up a very strong characteristic e.g.
Aggressive Citizens I +10% military production -1 happy,
Aggressive citizens II: +20% military production melle units +1xp -1 happy -5% science,
Aggressive citizens III:25%millitry production, melee units +2 xp reduced warwearyness –1happy -%10 science.
4: another large set of events will occasionally trigger to remove these “buildings” (or other starting features in an already made mod)with the option of ignoring the event if certain criteria are still met representing evolution back towards the original human physique.
 
If you look around, in this forum, a thread means there is a modcomp. I see no modcomp in this thread.
 
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