it-ogo
Hedgehog
- Joined
- May 23, 2007
- Messages
- 589
First some phylosophy.
There are two main paradigms of the history. First one, originally the marxist, approaches to history as to an exponential process of collecting human knowledge and power. SM's Civilization is based on it as well as most science fiction. The second paradigm, which is more popular in fantasy, speaks about rise and fall of ciilizations.
Knowledge is gained and lost, cities are built and ruined, civs reach a peak then go down and hardly survive for a long time. etc.
FFH is fantasy in style and lore but in gameplay it still keeps science fiction essence.
Is it possible to make a real fantasy gameplay (I mean theoretically infinite gameplay) with civ engine? I believe yes. Here are some ideas:
Exponential growth of everything should be removed. The size of save after some time should fluctuate around more-less constant value. That means nothing permanent.
-Each tech discovered needs some beakers to be supported each turn otherwise it is lost.
-Each building in a city has its price in gold and/or hammers, if not paid it is abandoned.
-Mechanisms to abandon certain building and tech should be presented.
-The price for GP is always the same but great people's life is limited (maybe by the chance of disappearing each turn).
-No inflation.
-Each city with culture more then "poor" suffers culture penalty.
-Each non-unique improvement outside the cultural borders has a chance to be destroyed (including roads).
-Each unit outside the cultural borders has a chance to die.
-Each unit in unfriendly terrain suffers negative healing rate.
-The tech is concidered forgotten when it is abandoned by everybody.
-The forgotten tech can be researced after some time for "researched first" bonuses.
-Any religion can have only one holy city. If the city is razed indestructable terrain feature "holy place" remains.
-Diplomatic connection can be lost (like in Rhyes and Fall).
-Dead non-national hero can be rebuilt after his tech is forgotten and rediscovered.
-Maintenance cost from the number of cities and distance to palace grows drastically.
-If some civs are destroyed new random civ has a chance to spawn each turn in random inoccupied place.
-Some disasters as rare random events are presented.
-Rarely terrain may change, resources may spawn or disappear.
etc.
The objective is to survive and/or to complete some quests. Most victory conditions are mainly acceptable still - maybe not as something final.

There are two main paradigms of the history. First one, originally the marxist, approaches to history as to an exponential process of collecting human knowledge and power. SM's Civilization is based on it as well as most science fiction. The second paradigm, which is more popular in fantasy, speaks about rise and fall of ciilizations.

FFH is fantasy in style and lore but in gameplay it still keeps science fiction essence.
Is it possible to make a real fantasy gameplay (I mean theoretically infinite gameplay) with civ engine? I believe yes. Here are some ideas:
Exponential growth of everything should be removed. The size of save after some time should fluctuate around more-less constant value. That means nothing permanent.
-Each tech discovered needs some beakers to be supported each turn otherwise it is lost.
-Each building in a city has its price in gold and/or hammers, if not paid it is abandoned.
-Mechanisms to abandon certain building and tech should be presented.
-The price for GP is always the same but great people's life is limited (maybe by the chance of disappearing each turn).
-No inflation.
-Each city with culture more then "poor" suffers culture penalty.
-Each non-unique improvement outside the cultural borders has a chance to be destroyed (including roads).
-Each unit outside the cultural borders has a chance to die.
-Each unit in unfriendly terrain suffers negative healing rate.
-The tech is concidered forgotten when it is abandoned by everybody.
-The forgotten tech can be researced after some time for "researched first" bonuses.
-Any religion can have only one holy city. If the city is razed indestructable terrain feature "holy place" remains.
-Diplomatic connection can be lost (like in Rhyes and Fall).
-Dead non-national hero can be rebuilt after his tech is forgotten and rediscovered.
-Maintenance cost from the number of cities and distance to palace grows drastically.
-If some civs are destroyed new random civ has a chance to spawn each turn in random inoccupied place.
-Some disasters as rare random events are presented.
-Rarely terrain may change, resources may spawn or disappear.
etc.
The objective is to survive and/or to complete some quests. Most victory conditions are mainly acceptable still - maybe not as something final.