FFH 2 and Civ 5

Its a good idea but its sounds hella random. Once you get past a certain number of civs you're going to be flipping ages every 20 turns or so and noones going to have control over anything. I can imagine a certain feeling of powerlessness overtaking some players as nothing they do turns out right.

It might be safer to turn to employ established civilization mechanics - area control and resources. Certain resources, which for sake of familiarity we might as well call mana nodes, would exert an effect on the world around them. You can utilize them in one of three ways - Assign them to a single magic user, assign them to a magi-tech engineering guild, or desecrate them.

The first enhances the strength of magic in the region of the mana node and your empire generally. Desecrating them does the opposite but allows technology to function more reliably as its difficult to have a functioning computer when lightning elementals can't count in binary. Magitech could be more flexible than both but require a delicate balancing act.

I think it would be fun to explore what kind of societies would arise out of these three different responses to magic. In magic empires you would have a small number of immortal wizard lords, their immediate minions and a bunch of peasants who do what they're told. Magic rejecting societies might be xenophobic and distrustful of others but within themselves the citizens would be less oppressed as they're more equal. Both would hate magitech societies as the wizards regard putting magic in the hands of the common people as the greatest folly while any magic is too much for some.

I am using techtrees of Next War and Rise from Erebus as starting point. Next War, yup. Because I am mad.

Don't want to design detailed techtree right away, because it's better to move small steps, gain agreement on everything and move on. So, here goes starting sketch.

Spoiler :
1. Gifted technologies that can't be researched, like Seafaring. Civ-defining uniques.

2. Primitive starting technologies.
I switched Hunting with Exploration, because even animals are able to hunt stuff, while codified exploration requires some purpose and sanity. It is harder to build a road than it is to trap some rabbit. Also, another group of food resources is available from start.

Crafting
Agriculture
Fishing
Hunting
Ancient Chants

Also I propose to enable building hunting camps on any type of wildlife. Hunt for pigs? Hell yes. Horse hamburgers? Why not. It works worse than pasturing them, but it is technologically cheaper. And worker can convert camp to pasture, which should be cheaper than building pasture for scratch.

3. First advancements.
The game is still in early exploration phase, and player probably is still not sure about future of his nation. Thus, no branching yet.

Mining
Masonry
Calendar
Animal Husbandry
Fishing
Roads (ex-Exploration)
Education
Mysticism

4. Choices and consequences.
Lots of technologies here. Basically this is glorified Bronze Age (of course, top slot is "Bronze Working"). Or "Classical Age", no matter. Ends at Iron.

Now, Education leads to Reason, while Mysticism leads to Belief. These two technologies are mutually exclusive, which means that you can't have both in the same game. Maybe there could be a wonder (national or world) which allows you to convert Reason to Belief and vice-versa, changing global paradigm of your nation.

If you got Reason, then you lose access to arcane magic (loose term, it probably requires to be rebuilt anyway), yet still have full access to divine magic in form of religion-based units. Basically whole branch of technologies like Sorcery, Arcane Lore et cetera goes red. Note that for most part these are end-game technologies. You still have possibility to train mages and shoot flame from their fingertips, but you will never have any ultra-epic magical awesomeness.

If you got Belief, then you lose access to Scientific Method and all it's goodies. No Electricity (it is rude to command spirits of thunder like that, anyway), no Biology (bacteria? We don't need no stinking bacteria, pray Octopus Overlords and let the dark blood flow) and anything more "modern". Railroads and zeppelins are fine, portable automatical weapons (lighter than machinegun) are not.

It is pretty obvious that we have to "buff" magical stuff to bring it in line with technological. Techs have battleships? No problem, we mages have spells which command the water (tsunami), can control Leviathan (who should be strongest naval unit ever) and, well, still have steam-propelled dreadnoughts. Airplanes? Portals. Giant humanoid mechs? Uh, demons. Spaceships? More portals. Nukes? Magical nukes, and more portals.

Majority of religions are selectable somewhere here.

5. Steps on your way.
Beginning at Iron Age and continuing to Middle Ages. Most of technologies here are available for both paths, but Reason guys have less problems with researching stuff like Optics, Metal Casing and Machinery, while Believers got substantional bonuses to techs like Knowledge of Ether, Philosophy and Way of the Wicked.

Yes, both "sides" have access to Fire Mages and Trebuchets. And this age ends somewhere near gunpowder: cheap and effective way to kill your adversaries.

6. Renaissance of something.
Up to industrial (or "magical", needs better name) revolution. Frigates, Cavalry and Liberalism. Mercantilism, Righteousness and Mithril Working. FFH techtree ends here, and we will have to continue it quite a bit.

And here we again do have mutually exclusive technologies. Reason guys gain "Genius" and "Brilliance", Belief folks have "Balance" and "Transcendence". You can have only one.

Genius brings us to the world of mundane (yet still awesome) technology. No mages. No unicorns. Still can have rainbows, but only as optical effect. Can build spaceships and giant robots, but lose all powers of magic. Divine-based stuff converts to usual mundane religions, without growing Ancient Forests. Your magical-based units gain "promotion" that have 20% chance to disband them each turn. Goodbye, cruel world (and enter the lazors!!1) Of course, you can't build magical-related stuff, it is obsolete.

Brilliance — fringe dream of Nicola Tesla. Spellcasting? Of course. Totally scientific. You can't have Robotics and Fusion Power, no giant robots and space stations for you, but you can build titanic lightning-throwing towers and armored airships, how cool is that? In this world of brilliance, religion still weakens a bit after a while (probably in Industrial or Modern age), but it's okay, because now we can mass-produce plasma guns, freezing cannons and fireball grenades.

Balance is similar to Brilliance, but more magical. Followers of Balance paradigm strive to live in utopian world, where magic serves all human needs, and technology helps where it is convienent. No dragons, they are too extreme. No "large stuff" at all, that's just not their style. But they do have most powerful archmages, who can destroy these vulgar machines with twitch of fingers. Instead of plasma guns, Balance provides us with lightsabers and Staves of Nuclear Power.

Transcendence — oh boy. All hell (and heaven, and ether, and madness) broke loose here. For example, "let's all transform ourselves to magical beings who need no food whatsoever" as a world wonder. And even "let's build Pyramid of Retribution, which allows us to open portals anywhere in the world to spit raging fire of hell (or heaven) upon the heads of out enemies" as national wonder. I think that we need some drug-users to design this path of enlightenment. Dragons? Sure, we have a farm. Demons? Kids are learning how to summon and bind them at schools. Immortal Exalted Champions of Light? Sure thing, this is our answer to Navy Seals. They still carry swords and halberds, because they can. And we don't need no stinking technological stuff here. Any self-respecting mage will conjure something mysterious to do his bidding instead of building machine to do it. Lots of obsolete stuff, "tech" units gain a promotion to disband themselves (just as magical do in Genius' case), because no one cares anymore.

7+. Industrial/magical age, Modern age, Future age.

I think that most points already been said in "Renaissance" chapter. Religion weakens everywhere but in Balance civilizations, because both techs and transcendence weirdos are way too cynical to worship anyone, including themselves.

"Technological" victory is probably different for anyone. Genius guys still build starship and send it away from this hellhole. Brilliance... I have no idea. Balanced prefer Altar of Luonnotar and/or Tower of Mastery, and Transcended just convert themselves to gods or something.

You can see that civilizations lose a lot when they step on Transcendent or Genius paths, because Balance and Brilliance don't come with "auto-disband" promotions. Yup, it is hard, bite the bullet. Or don't, your choice. "Extreme" paths probably have more awesome stuff in the end to make these choices sought. Or not.

Whew. Need new thread. And feedback. And contribution.

Now, on shifting between branches due to chaotic occurrences: neat idea, but I firmly believe that it should be included as a feature which can be turned on and off. Because it seems to me that this epic world of technology and magic can be kinda awesome in its' own way, and inevitable shifting will bring too much chaos which can be undesirable in lots of cases.

I think something combining those two approaches could be best, with a 'challenge mode' that does what Xienwolf described. I may start brainstorming that, actually....

Sounds like that would be fun to implement, and design around but hella confusing to play...

Doesn't NEED to be confusing to play, if designed correctly. And as we have several months to refine a basic design, I think we can do it. ;)
 
I may start brainstorming that, actually...
And as we have several months to refine a basic design, I think we can do it.
Count me in. Don't know anything about programming or 3d modelling, but can invent things, write texts, use photoshop and lead people. I think it's better to aim this project as a mod to Civ 5, because of too many things to list here. And yes, we will have lots of time to design before actual coding or modelling. Which will make it easier to code and model later.
 
If you do want to work on detailed design, I would say use a Wave (or 5 as we tend to do...) :) I'll probably only contribute a little bit here and there as I am still pretty swamped, and about to be MORE so since I have some hefty study to focus on over the summer.


I don't think you have to worry about players being too confused, because you would set up the techs to come pretty slowly in general (either low commerce/research rates universally, my preference, or hefty tech costs, easier for the obsolete functions to work with). Thus each "age" will tend to last a fair while. The more chaotic "random event" type of Age shifts would come late in the tech tree, and those available earlier would be side-effects of using over-powered units/buildings, or doing it on purpose with a ritual/wonder. Thus most of the time you can predict when the shift will happen (100 Turns into the Age of Tech: "Crap, he is throwing Zealots at us, that means he is sacrificing population to his Cultists already, we have to stop him before he converts his last city to Mind Slaves and begins Focusing Belief" - OR - 300 turns into the Age of Tech: "Oh, he just got Blood Magic Pact ritual completed, now the 90% chance to happen per turn event is active, so we are about to shift Ages! Quickly, drop that plasma rifle and go learn how to build a basic turbine or we're all doomed!" -- Thus early in the Age, something you can predict and prevent. Late in the stage, something that basically gives you a countdown to impending shift)


Having the techs take a while to get would also work fairly well for having an option to forbid shifting ages, as you would still possibly have a pretty lengthy game on your hands. You could have an option for Chaotic Ages where tech acquisition is FAR quicker and ages come and go rapidly, and another for Blended Ages where no techs are blocked and you can choose to go Science or Magic from turn 1 just to see how they do with one another.


The ideal would be that most units are fairly weak, but can cross ages, carrying promotions from one age to another, at least temporarily. Some units are VERY strong, but they come near (or can contribute to) an Age shift, and have some kind of a per-turn requirement based on techs blocked in the next age (like tanks which require periodic refuelling, leading to a Mad Max period when you shift to the next Age where all those who still have tank units are scrounging to find any remaining fuel. Or Dragons whose strength is based on certain Magical Background levels that vary tile to tile based on proximity to "Ley Lines", thus when all Ley Lines go away, there aren't any locations with enough background and they slowly dwindle in power till they are trivial to kill)


Meanwhile, your basic Militia doesn't rely on anything but food, shelter and water. His understanding of advanced First Aid from the Tech Ages can be of great assistance in the Magical Ages, and his understanding of Animal Empathy remains effective in the Tech Ages (I imagine having Magic and Life Force be equivalent, thus each person can sustain a limited degree of magic on their own, and Blood Magic (or any mass casualty) can potentially raise the background magical levels high enough to sustain even a dragon. But killing THAT many units EVERY turn is the tricky part to keeping one alive deep into the Age of Tech. However, with MagiTech you can eventually harness this latent magical energy well enough to enhance/project it of course)
 
I would have gone more in the direction of a weird west setting, but that idea sounds awesome in itself.
I totally love these tech/magic mashups.
Arcanum, like mentioned before, is probably the only game where they get it to work really well.
Most games (like rise of legends) have one faction using tech and one using magic.
Arcanum made it possible for everyone to do everything, but made it really hard to balance if you wanted to.

This would be a project I'm willing to work on.
 
Maybe I could assist? I may only have 140-odd posts, but I have been with ffh since the original release for vanilla. Who knows, maybe I could do something. I can't model or do python or dll, but i guess I could join the brainstorming sessions. Am I accepted?
 
Mind if I help out? Right now i can do pretty well with XML,but im lerning python. Steampunk is my favorite genre, so this sounds like the one of the best mods ever!
 
Overall “style and substance” of 4 endgame paradigms.

Military force
Spoiler :
Genius
These guys are most familiar, they are basically copying our high-tech world. Their main forte is mass production of standard technological, well, “items”. From automatic rifles to battleships, Genius military tend to be massive, powerful and predictable.

They have numbers, both in unit count and base strength, but they lack subtlety. Genius units can't have any special or magical promotions, and this is their main weakness. So no giant walking robots with “Hero” or “Enchanted” promotion. Just raw power.

Brilliance
Lifestyle of this faction can be described as “something familiar with a twist/shtick”. In cool retro style. And yes, they are basically obliged to wear mustache.

Units of Brilliance will always seem “obsolete” near to ultra-modern high-tech shiny awesomeness of Genius folks, but Brilliance doesn't care. Because their steam submarines can transform to zeppelins, their infantry have jetpacks (as promotion) and they employ armoured trains, which alone levels them up to whole new levels of awesomeness.

Their units, in average, may have weaker base strengths, but their primary advantage is purchaseable “special equipment” promotions. Basically you can build unit of infantry and then to supply it with plasma rifle (collateral damage), lightning gun (able to shoot air units), fear emitters (enemy stack runs one square away if possible when attacked), et cetera.

This special equipment can be produced in cities with certain “super-science laboratory” buildings. While base units of Brilliance stay on techlevel of steampunk or dieselpunk, this paradigm is more than competitive because of special equipment, which continues to evolve up to endgame.

Another special feature of Brilliance is their ability to build defense grids. Maginot Line works well in this style. Purely defensive and much more effective than in reality, these special glorified forts can shoot lightnings in near tiles and grow in strength when more of them are connected.

Balance
Epic utopian fantasy. These wise men are proud in their human nature. They don't like large machines of tech paradigms. After all, who needs zeppelin when you can fly personally, and who needs tanks when you can wrap yourself in force field and then cast fireballs of doom from inside? Of course, it may be simply convenient to drive in a car instead of flying to somewhere. Especially in bad weather. And these swords and staves still need to be produced by crafters, and crafters work better with machine tools.

While Brilliance military units may seem a bit obsolete, Balance looks completely out of place in modern battlefield. Yup, they employ swordsmen, reitars (armored knights with magical shooting wands) and old-style cannons. But it is important to understand that their swordsmen can shrug any bullets because of their enchanted armors, reitars mount ethereal unicorns and cannons shoot fireballs.

Of course, majority of Balance military power comes from mages. They can perform terraforming, invoke earthquakes and dismantle giant robots with a twitch of fingers. Problem is that powerful archmages are rare and long to grow. Even with “doubles” of themselves, they can't be everywhere at once. But when they are somewhere, they surely do pack a punch.

Transcendence
While Balance seems to be content with controlled magical society, this just isn't true for Transcendent people. Here, magic is everything. Each person can cast spells, no exception. Magic is mundane. And, ironically, there is no such thing as Archmages of Transcendence. Sure, everyone can cast spells, but no one cares enough to evolve himself into a paragon of sorcery.

Majority of Transcendent troops are various magical beasts and constructs. Undead infantry, demonic tanks and dragon aviation. Some of them are, by far, most powerful units possible. But these exalted powerhorses are always very expensive and limited in numbers, while more “basic” mass-produced units are not that powerful. Thus, Transcendence military tends to use ultimate superbosses, supported by weaker expendable troops.


Sociology
Spoiler :
Down there are just “tendencies” written, probably with some unique civics which are only useable by certain paradigm. Of course, everyone is welcome to set up despotism and slavery at any time.

Genius
Cynical modern world as it is. Ruthless capitalism, “democracy” as an answer to anything and mass-media brainwashing everyone. Definitely corporations are available. State property and military state are still welcome —:)just as they are in original Civ.

Brilliance
Idealistic republic. Remember what USA Founding Fathers wanted to build? Here they can have it. True republic government, where law governs all. Private property is sacred here. Advanced forms of Brilliance societies can lean to Technocracy, enlightened world governed by logic, not by wishes of unwashed masses.

Balance
Magical aristocracy. Mages rule, non-mages don't. This doesn't mean that non-mages are slaves or something, they just don't have that much civil rights as mages. This society can be utopic or dystopic, it depends on goodwill of ruling class. Slavery (of non-mages)? No problem. Freedom of speech (for everyone)? Sure thing, it is just as easy to grant it as to abolish it.

Transcendence
From each according to his ability, to each according to his need. True idealistic communism. It is possible in this society due to abundance of resources and exploitation of conjured entities instead of citizens. In general, Transcendent see concept of society as a next stage of life organization, i.e. molecula -> cell -> animal -> sentient human -> society as an organism. This may vibe with some ruthlessness for unprepared, but everyone inside are more than content with their way of life.
 
Spoiler :
Firaxis tried to hire Kael, he told em to sit and spin. He doesn't need the pittance they'd pay him and he likes the flexible schedule that comes with being a hobbyist too much.
Yeah, but the production of FFH Age of Ice as an official mod seems to have been a positive experience. I'm on board with the FFH 3 as an official fan mod, a la Rhye's and Fall of Civilization, theory.
 
what he said

This is relly cool! but if you set it up like this, every type of tech will have to have its own victory condition [Other then conqeust]. Any ideas anyone?
 
Already been vaguely covered.
Spoiler :
"Technological" victory is probably different for anyone. Genius guys still build starship and send it away from this hellhole. Brilliance... I have no idea. Balanced prefer Altar of Luonnotar and/or Tower of Mastery, and Transcended just convert themselves to gods or something.

We had quite a bit more ideas already in private discussion with another team member, don't want to post them here, because some things should remain secret.
 
Well, whenever the Civ5 engine gets released and we see what mod tools are out there, I might volunteer. Hobbyist Modeler/texturer, some rigging experience, some modding/scripting experience with other games, some python (very limited), etc. But, I haven't modded anything like Civ before.

Probably won't need me anyway. But, I'll definitely be hanging around, lurking in the wings.. watching.. .waiting...

PS - I forgot to list "Expert Imagination Developer/Miner.." ;)
 
I volunteer to make inane chatter and nonsensical suggestions regarding weather, flying units, mysterious strangers, lost lore, fallen heroes and forgotten empires. The usual stuff, in other words.
 
I volunteer to make inane chatter and nonsensical suggestions regarding weather, flying units, mysterious strangers, lost lore, fallen heroes and forgotten empires. The usual stuff, in other words.

You just won the thread:goodjob:
 
how about getting firaxis to pay Kael for developing FFH3? :)
 
how about getting firaxis to pay Kael for developing FFH3? :)
Unfortunately (fortunately?), it isn't a matter of money. It really comes down to whether Kael wants to make FFH3. I wonder... Kael, if Firaxis wanted to make FFH3, and you did not, would you let them? :eek:
 
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