Fabula Terra Development Thread

Each era you would have a new civ. That civilization only last till the end on the next era. This idea is not in Rhye's mod. Alliances will change each era. Alternate histories are possible links. It is not an exact path like you must come from a previous culture. You could jump from the Mayans to the Toltecs for example. So everything will be redone on trade as well in each era. Meaning each era the player would need some way renegotiating or resting contracts.

Alternate histories would need a mechanism to make them harder to maintain. For example Hellenistic Greece. It could be continued into an alternate Greece in the next era. It would have a different name for Greece. Then another era after that with a new name. Each civ would need some uniqueness. So basically the game would not be a one long game it will be minigames each based on an era.

This is what I was thinking for the beginning to work with for Fabula Terra.
http://forums.civfanatics.com/showthread.php?t=275046
Every civ would have a different tech tree.

Well since no SDK this will have to go on hold. We can not get going really without it. After we see the SDK released we can began work on it.
 
Your techs are interesting but i always liked the Empire Earth set up. Here are the eras in order ...

Prehistoric (500,000 - 50,000 BC)
Example Techs: Hunting, Gathering

Stone Age (50,000 - 5,000 BC)
Example Techs: Stone Tools, Cave Painting

Copper Age (5,000 - 2,000 BC)
Example Techs: Agriculture, Animal Domestication

Bronze Age (2,000 BC - 0 AD)
Example Techs: Bronze Working, Currency

Dark Age (0 - 900 AD)
Example Techs: Iron Working, Smiting

Middle Ages (900 - 1300 AD)
Example Techs: Heraldry, Chivalry

Renaissance (1300 - 1500 AD)
Example Techs: Gunpowder, Invention

Imperial Age (1500 - 1700 AD)
Example Techs: Navigation, Matchlock

Industrial Age (1700 - 1900 AD)
Example Techs: Industrialization, Railroad

Atomic Age (1900 - 2000 AD)
Example Techs: Fission, Space Flight

Digital Age (2000 - 2100 AD)
Example Techs: Computer Networks, Virtual Reality

-----

Possible Future Ages
Biotech Age (? AD)
Trans-Human Age (? AD)
Nano Age (? AD)
Glactic Age (? AD)
 
Your techs are interesting but i always liked the Empire Earth set up. Here are the eras in order ...

Prehistoric (500,000 - 50,000 BC)
Example Techs: Hunting, Gathering

Stone Age (50,000 - 5,000 BC)
Example Techs: Stone Tools, Cave Painting

Copper Age (5,000 - 2,000 BC)
Example Techs: Agriculture, Animal Domestication

Bronze Age (2,000 BC - 0 AD)
Example Techs: Bronze Working, Currency

Dark Age (0 - 900 AD)
Example Techs: Iron Working, Smiting

Middle Ages (900 - 1300 AD)
Example Techs: Heraldry, Chivalry

Renaissance (1300 - 1500 AD)
Example Techs: Gunpowder, Invention

Imperial Age (1500 - 1700 AD)
Example Techs: Navigation, Matchlock

Industrial Age (1700 - 1900 AD)
Example Techs: Industrialization, Railroad

Atomic Age (1900 - 2000 AD)
Example Techs: Fission, Space Flight

Digital Age (2000 - 2100 AD)
Example Techs: Computer Networks, Virtual Reality

-----

Possible Future Ages
Biotech Age (? AD)
Trans-Human Age (? AD)
Nano Age (? AD)
Glactic Age (? AD)

I am thinking eras need to be spread out equally in some way. It is better if closer to equal to show more possible culture steps for civilizations on different periods. For example America would fall into what above? I clearly see a purpose to have America in one era and then a possible confederacy or union civilization later. More eras mean more possible hooks for civilizations to begin.

And again until the SDK is out are hands are tied. We are not going to just make these changes in LUA.

As for the loans to other civs. It is not necessary IMO. Especially if the civilization will only be around for one era.

I am going to wait on the game till the SDK is released. If it is never released then I will never buy the game. I am not even interested in the default game in the slightest.
 
I am very interested in your mod, I like all of the ideas!

Resources wise, I think there should "classes" of resources that work differently:

Plants
such as wheat, rice, etc. (or possibly more "strains" as you suggested above)
These would need to be found on the map, but can then be "domesticated" as you suggested, and spread via farms. Different strains could have minor benefits / differences to allow for trading.
In later technologies these could be modified (via Selective Breeding, and later Genetic Modification).

Trees
These would give rise to different types of wood.
Initially they would come from using forest tiles (so different forests give different wood), which are possibly depletable?
Later you could plant forests with workers to replenish forests for wood supply.
- this process may be able to be automated with certain improvements
Different types of wood would allow different units / buildings / techs / advanced resources (especially advanced luxury resources)

Animals
Similar to plants they would need to be found on the map, and either used there (via hunting type improvements), or domesticated
Then spread via pastures, etc.
Some used for units / buildings

Minerals
Utilised via quaries / mines
Used for buildings / wonders / units

Other
Oil / Natural Gas / etc.
Obtained via specific improvements
Required for units / buildings / etc.

Advanced
Manufactured from other resources via buildings / improvements / techs / etc.


From the point of view of limiting units from resources, my feeling is that production and upkeep should be seperate things. So, for instance, each iron may allow for upkeep of a set number of units (2-3), but the number of irons available also sets how many can be constructed at once.

e.g. you have 3 iron resources, you can now have 9 iron based buildings / units, but may only construct 3 at once (ie 3 cities can be building iron-based buildings / units).

I also think that quantities of luxury resources should count for something as well as strategic resources, but I'm not sure how to implement that.

A lot of this is speculation until we get a look at the game / SDK (which isn't long now).
 
I am very interested in your mod, I like all of the ideas!

Resources wise, I think there should "classes" of resources that work differently:

Plants
such as wheat, rice, etc. (or possibly more "strains" as you suggested above)
These would need to be found on the map, but can then be "domesticated" as you suggested, and spread via farms. Different strains could have minor benefits / differences to allow for trading.
In later technologies these could be modified (via Selective Breeding, and later Genetic Modification).

Trees
These would give rise to different types of wood.
Initially they would come from using forest tiles (so different forests give different wood), which are possibly depletable?
Later you could plant forests with workers to replenish forests for wood supply.
- this process may be able to be automated with certain improvements
Different types of wood would allow different units / buildings / techs / advanced resources (especially advanced luxury resources)

Animals
Similar to plants they would need to be found on the map, and either used there (via hunting type improvements), or domesticated
Then spread via pastures, etc.
Some used for units / buildings

Minerals
Utilised via quaries / mines
Used for buildings / wonders / units

Other
Oil / Natural Gas / etc.
Obtained via specific improvements
Required for units / buildings / etc.

Advanced
Manufactured from other resources via buildings / improvements / techs / etc.


From the point of view of limiting units from resources, my feeling is that production and upkeep should be seperate things. So, for instance, each iron may allow for upkeep of a set number of units (2-3), but the number of irons available also sets how many can be constructed at once.

e.g. you have 3 iron resources, you can now have 9 iron based buildings / units, but may only construct 3 at once (ie 3 cities can be building iron-based buildings / units).

I also think that quantities of luxury resources should count for something as well as strategic resources, but I'm not sure how to implement that.

A lot of this is speculation until we get a look at the game / SDK (which isn't long now).

That basically what I am thinking.

Luxury resources could possible be used in a quantity if there is a more quantified penalty for not having them, but that is a later issue.

Some of what those is considered as luxury I am thinking can be a used in ways over than luxury goods. For example Silk I could see used for some type of clothing industry. Just depends how far we get with the advanced manufacturing. If we could use every resource I mean in making something else.
 
This is my one suggestion at this point in time.

We could possibly begin by making multiple mods focus only a particular region. I mean when I say that this they would need to be strictly limited to civs and technology for a given area of the world. After we get a release of the SDK we could mesh these together.

Now if someone has some better knowledge about the lesser covered regions it would help. I mean would someone want to make an Oceania mod for example? We need some possible city states and we don't need a ton of starting civs in just a few per era. I would suggest 2 possible civs in play at one time per region but the city states I am not sure on.

The map size could be bigger to just use for a specific scenario, but smaller may be better to merge later. I know there are going to be plenty people interested in a Europe only mod for example.

Anyway if anyone is interested in let me know. Input is always good.
 
I hope I understand your mod correctly, since there doesn't seem to be a regularly-updated 'this is what we're going to do' post (here or on the dedicated forum) - the idea is to create a system where civilisations rise and fall over eras, each being defined by its situation and actions rather than our history (along with other changes and whatnot), right? I love the idea, and I'd love to help out; but I'm not entirely sure what exactly the mod intends to do.
 
So has this mod started development? I'd like to help
 
Nothing has happened with this idea. Honestly I don't know if it will. Civ 5 kinda slapped many in the face. Maybe it will come still but the idea originated more or less with the assumption of some mechanisms being in game that really are not present. Just taking a wait and see after the C++ code is released.
 
I second everything imperiex1 said.

Additionally, I have an age timeline already that I created for a different game that might be worth considering:

Stone: 10000-7500
Tool: 7500-4000
Bronze: 4000-1000
Iron: 1000-750
Classical: 750-375
Golden: 375-1 (This & Classical are Greek-specifically named)
Dominion: 1-450 (So called since Europe is under the dominion of Rome)
Dark: 450-600
Feudal: 600-1100
Holy: 1100-1300 (Years of the Crusades)
Renaissance: 1300-1450
Discovery: 1450-1550
Colonial: 1550-1700
Enlightenment: 1700-1850
Industrial: 1850-1950
Atomic: 1950-2000
Information: 2000-2050
Future:>2050

But maybe we don't want to program all these... :mischief:


I also think that some extra bonuses should be added while in certain eras, to make them have more sense. For example: In the Enlightenment era, there should be a bonus for science added by universities, and it should also take less time to construct universities, libraries etc.
 
Hi! Finally back, but has nothing been happening for the last 8 months? Did we give up? I'm confused.
 
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