Hippus Migration...

Ekolite

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Sep 15, 2007
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There has been a lot of debate about the possibility of the Hippus having 'moving cities' in the past tomake them seem more nomadic. Maybe instead of this, (because AFAIK it is impossible) they could have the ability to basically draft special units from their towns.

These Units would be free, have high movement, probs no attack (maybe 0/1). A player can draft as many as they want from a city each turn, with each one drafted the pop level in that city decreases by 1. They can then go and migrate to another town. If all the population of the town migrate the town becomes a city ruin but the AC doesn't go up, perhaps the last migrater could have the ability to found a new city.

Personally I think this would fit in quite well with the hippus' theme and maybe add a new layer of strategy to the civ although I seriously doubt the AI would be able to use it effectively. Any thoughts?
 
Sounds fun ,but the AI is way to stupid to handle it, unless the units defense was upped, and the AI treats it not as an explorer or warrior. When would the unit be first available? I'd go with Horse Back Riding, though that might bee to late. Also, an air affinity (The Hippus' element is air, and makes the units swifter) could be used for defense only.
 
I really wish people would quit trying to design around "what the AI can handle." The AI is going to be worked on at the end of the project, and will be set to handle anything in the game. If something cannot be worked into the AI, it might get tweaked THEN. But for NOW, if it is worth adding, add it. Who cares if the current AI can use it? This isn't the final AI.
 
So you think it's a good idea? What I really meant was that I don't know if the AI could *ever* be taught to use this effectively. Getting rid of small annoying towns that would kill your economy without raising the AC, getting huge production in 1 city for a few turns etc.

Maybe the hippus should be able to move their alace without having to actually build it again. Maybe it could work like hiring merc does atm, pay a large amount of gold to automatically change the capital city. need to wait 20(?) turns before you can do it again.
 
I'm not sure if I am a fan of letting population move from town to town in general. Could do it in Civ 3, and there were some merits to doing so, but I think it is too open to problems with all the other mechanics in the end.
 
While I like the idea of moving population, I think a unit based system would probably handle it too awkwardly. Perhaps migrations are best left to random events.
 
Yes but this is meant *only* for the Hippus, not every civ. I think there should be random events but the Hippus should be able to harness the power of it to use it to their advantage. Thay are nomads after all.
 
They don't have the nomad promotion like the Malakim do (because hey aren't desert nomads, I guess)
 
I'd rather have the mechanism used in the "Vanilla-produced-in Warlords-Scenario" for the Gengis Khan scenario!!!
they had some moving cities... IIRC they could move, produce units, maybe produce some buildings... or maybe produce units depending on the terrain, the tech and the ressources...

maybe hippus could gets some limited fixed cities : 3-5-7 ...? and as much as they want of those moving cities ...

or maybe moving-settler costs 2/3 of a settler (as it builds limited cities) but hippus settler to build real cities are worth 2 times the cost of other civs settlers.. and no limitation on city numbers. thus they would ultimatly have few cities, and many camps.. add to that a automatically build building on cities, making +1% culture (so as to be destroyed once conquered), adding -2 happy -2 health to limit pop growth in hippus fiwed cities. with -1happy -1health for some ressources.... showing that hippus are not made to live in fixed cities.
 
maybe we could give the hippus a national unit that was like a portable camp

Give the camp a deploy time :
3 turns to deploy in neutral territory
5 turns to deploy in enemy territory

also give this unit a fairly high maintence cost.

design it so that any or all cities that are producing untis will have thier units spawn in this camp;l instead of a city which may be a 12 turn march away.
 
and that the unit "camp" : 0/0/2. is assigned a whole unique range of promotions :

archery 1-2-3-4 : produces archers randomly every 9-7-5-3 turns (or tier 1-2-3-4 archer units every 6 turns) (ie : 12%, 15%, 20%, 33% chance every turns)
mounted 1-2-3 : produces mounted units randomly every ...etc
priest 1-2 produces acolyte or priest of the religion of the camp unit.

training : gives combat 1 to unit.

promotions comes with ... xp increasing with time ???, upgrade of the camp unit ???

the difficult part would be so that having priest 1, mounted1, archery 1 does not triple the percent chance of having a unit...
 
honestly, do you really think the hippus need even more means to move troops about? they've already got the fastest units in the game
 
Sounds too complicated. I highly doubt Kael would even consider implementing it. (Also, why does this thread focus on the Hippus? wouldn't the ideas make more sense for the Malakim?)
 
Yeah, I liked the idea of it but I know it would be way too complicated to actually do. Aren't the hippus nomads?
 
hmm.. for me hippus are more like... whatchathatname ... a civ with moving camps, and 1 huge stoen based city... more like mongols or huns, but with some cities...
it is not the way they work but the way I alway think of them
 
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