HENRIK:
I was talking about the rescourses in the terrian (like coal in the standard game)
-Ah! Now I understand. -I haven't exactly noticed it in the game, as I have assigned the same bonuses to these squares. I guess you're right. This doesn't matter so much to me, though.
HENRIK:
Oh and have you thought about using the "continents" built into civ for increased trade bonuses for certain areas (there doesn't need to be water separating the continents as long as the program is convinced that it knows where they are). This can also be used to some extent to manipulate AI expansion...
Interesting! Please give me something further on this! I don't get exactly what you're pointing to, but this sounds definitely worth getting a little into.
PTOLEMY:
Ahm, I was wondering of the governments...
There'll be free choice of government form, but the techs required will be divided into "epochs" where you will need the concluding tech to proceed to the next epoch. The only tribe who will be ahead in techs to begin with is the arab tribe, so you'll need first to develop/trade techs within the "dark age", to proceed to feudalism, and/or get the crusades going to get advanced techs from the next epochs.
epoch 1 (all dark age techs) --> epoch 2 (feudal techs) --> epoch 3 (high medieval techs) --> etc.
This is a very useful way of also setting up the units, because they will be connected to specific techs within each epoch -this makes it possible to control which units will appear approximately when, in a game.
Concerning government types, I have the following until further.
Tribal Kingdom (despotism)
Monarchy (monarchy)
Feudalism (communism)
Trade League (fundamentalism)
Feudal Empire (republic)
Holy Empire (democracy).
All these will be adjusted, as to support for units etc. to fit the changing circumstances. I still have some consideration. Fundamentalism is a very warfit governmental form, so this might be changed. But fundy's tend also to get very very rich. I might reconsider something here.
PTOLEMY:
Absolutism: I am not sure but in the osman and russian empire, at least in the start, they had absolut leaders. I also think that the hungarians had and the franks in the start.
There's no kind of absolutism in western Europe before the 17th century. It is true that the eastern parts of Europe to at large degree had "absolute"-like rulers way down from the middle ages, which was partly inherited from the harsh rule imposed by the many invaders, including the mongols. But the feudal structure of western Europe seemed to lay quite a damper on the power of individual kings. There were great rulers like Charlemagne and Barbarossa and others. But their power consisted in their ability to unite the landbased nobility under their rule, by force, allegiance or tradition. When they died, their empires often split into fractions, and wars between the different noble families was not uncommon. So medieval rulers in general (in western Europe) did not possess absolute power. They had to ask the nobles. Or gain the power to crush them, and get them into the fold.
Often the church would be a powerful ally to the kings, in these disputes.
PTOLEMY:
I think also we could start talking about units here. Should there be special units for some civ's? Which and to who?
Any ideas? I'd like also to hear ideas for objectives for the different tribes.
PTOLEMY:
I mean that Morten has written that all the civs should be there from the start, but at 700 after christ there wasn't so many of the countries "made", there should be dominating later on.
-ABOUT tribes. Until further I have settled for the following tribes. (I know I changed my mind before, so I might do it again...) The tribes and their primary playing objectives.
-Franks
-carve out charlemagnes empire and participate in the crusades, in the middle east and in spain
-Anglo-Saxons
-fight the danes/northmen, unite the isles and fight the 100 years war against the french
-Holy Romans
-unite the fragments of central Europe to a strong christian empire to face the muslim threat
-Danes/Northmen
-carve out a nordic empire, will have powerful ships, to sail up the rivers as far as Byzantium etc.
-Spaniards
-struggle against the arabs and franks to carve out the late medieval glory of spain, and send off Columbus
-Infidels
-diverse arab tribes united under one hat. They NEED to be a player tribe to simulate the tech gaining from the middle east. they have one goal : keep Jerusalem and Constantinople, and conquer as much of Europe as possible.
-Inferiors
-I don't think the Byzantines can be referred to as "inferior", but the inferiors will contain most of the "civilized" tribes spread unevenly around, poles, serbs, byzantines etc. I might come up with another concept, but this is it until further.
-Raging Hordes
-BARB's with strong horsemounted units invading from the steppes of Asia, featuring Djengis Khan and Attila the Hun (in reverse order)
The way I want to simulate the rise of different kingdoms etc, is by creating "kings" units, upon specific player actions, there could very well be a king in every other major city. The tribes will be represented diplomacy-wise by highly influential clerical figures or grey eminences, who will wander through time, as their kings die and are replaced by others. This is a little concept to simulate the everlasting wheel of power, which I think will be quite nice. Kings and leaders are not nearly as important as the concept of power.
PTOLEMY:
Wonders: Should the normally ancient wonders be in the scenario?? Should the Kaabah be a wonder? It could make the arabs being able to build a special arab unit and it could also increase trade in town? WHat about a wonder called Venice's Harbor?
I haven't thought about this in such great detail. I will grab whatever wonders I need to characterize the tribes, and give them benefits and advantages etc. This won't be an objective scenario, so most wonders should be buildable upon discovering certain techs. Most preplaced wonders will be in Jerusalem, and the important middle eastern cities, to really get the crusades going. -I have thought about Venice. I know one thing, the city should have growth and trade potential.
-Otherwise, all city improvements and wonders, units etc. will be altered, and used for sinister purposes, to tweak the game mechanics in whatever way I need. I'd like to hear ideas for these! I will probably use many of the ideas incorporated into my viking scenario. RR's will be Royal Highways, and possible with the better roadbuilding and infrastructure of later 14th and 15th century centralized medieval times. I will include musketeers units, pirates, the revolution of gunpowder and cannonballs. Banks will be in it, but probably renamed and follow other specific techs, according to need. There should be at least one city improvement of each kind (economic, happy, scientific) within each "epoch", maybe more if circumstances permit. There should also be both defensive and offensive units available in all "epochs".
The final epoch will be the renaissance, and so these times will be included to some degree, including the beginning of the age of exploration etc.
-Quite long posts in this thread! Hope I don't bore you to death!
Keep up your ideas coming!
Yours Truly,
Morten
[This message has been edited by Morten Blaabjerg (edited June 14, 2001).]
[This message has been edited by Morten Blaabjerg (edited June 14, 2001).]