johny smith
Deity
- Joined
- Mar 10, 2007
- Messages
- 2,273
This is really early I know, but we are planning a mod for Civ5 already.
The title is Fabula Terra.
The forum is here.
The two starting ideas are culture evolution and a more advanced resource system.
Culture evolution being your civilization changes through time. We want to create a minigame for each civilization. Basically this a hope to make something similar to UHV's in "Rhye's and Fall of Civilization". Except the difference is when you do well you are rewarded with bonuses that apply to the next stage of your civilization. Now like RFC people are not going to be excited to play the very first Europeans in say 4000BC. We planning to allow skipping to the appropriate time to play the civilization of your liking. This presents a huge list of possible civilizations, but at least some more organized rules to place a civilization in a better context of history. So if you play Rome well you could continue as if Rome never fell.
More advanced resource system is everything will have a quantity. Plus every resource has a value to help provide maintenance cost. We are planning to make new categories of resources that can meet the needs for a given maintenance cost. Finite resources will be added to give a value of what you can use versus non-finite resources that really never run dry. It is also planned to form a simple global market where values of resources are really priced. Anyway there is large list of what is planned to be done. For example horses are not a finite resource. The world will not run out of horses(unless a great cataclysm happens), but oil is finite.
We are going to redo the technology tree completely, and add unique technologies for each civilization. This combined with unique resources will give many options to show the story from the viewpoint of a civilization in time. The Chinese invented gunpowder earlier. What if the Chinese had applied this faster to weapon technology versus lagging behind European gun technology?
We also plan to map water as finite value in the game to return some mechanism of limiting population. A simple climate change model is in the works as well to show some effects of climate changing output of food over a large scale of history. For example what were the right conditions in the Middle East to produce the crop yields required to feed the population. How did that change through time?
Well there is a lot plans at this point. We have not seen the game yet, but we know some information so far. We are aiming to try to add a little more realism to game without micromanagement. We are in the beginning stages of setting up the tools to make the idea and thinking on plans for the future. This is not meant to argue about the game nor to argue about trying to have more realism being a bad idea. If anyone is interested the Fabula Terra forums have just began to be used as space to discuss or this thread. I hope to hear some positive replies. Thank you.
The title is Fabula Terra.
The forum is here.
The two starting ideas are culture evolution and a more advanced resource system.
Culture evolution being your civilization changes through time. We want to create a minigame for each civilization. Basically this a hope to make something similar to UHV's in "Rhye's and Fall of Civilization". Except the difference is when you do well you are rewarded with bonuses that apply to the next stage of your civilization. Now like RFC people are not going to be excited to play the very first Europeans in say 4000BC. We planning to allow skipping to the appropriate time to play the civilization of your liking. This presents a huge list of possible civilizations, but at least some more organized rules to place a civilization in a better context of history. So if you play Rome well you could continue as if Rome never fell.
More advanced resource system is everything will have a quantity. Plus every resource has a value to help provide maintenance cost. We are planning to make new categories of resources that can meet the needs for a given maintenance cost. Finite resources will be added to give a value of what you can use versus non-finite resources that really never run dry. It is also planned to form a simple global market where values of resources are really priced. Anyway there is large list of what is planned to be done. For example horses are not a finite resource. The world will not run out of horses(unless a great cataclysm happens), but oil is finite.
We are going to redo the technology tree completely, and add unique technologies for each civilization. This combined with unique resources will give many options to show the story from the viewpoint of a civilization in time. The Chinese invented gunpowder earlier. What if the Chinese had applied this faster to weapon technology versus lagging behind European gun technology?
We also plan to map water as finite value in the game to return some mechanism of limiting population. A simple climate change model is in the works as well to show some effects of climate changing output of food over a large scale of history. For example what were the right conditions in the Middle East to produce the crop yields required to feed the population. How did that change through time?
Well there is a lot plans at this point. We have not seen the game yet, but we know some information so far. We are aiming to try to add a little more realism to game without micromanagement. We are in the beginning stages of setting up the tools to make the idea and thinking on plans for the future. This is not meant to argue about the game nor to argue about trying to have more realism being a bad idea. If anyone is interested the Fabula Terra forums have just began to be used as space to discuss or this thread. I hope to hear some positive replies. Thank you.