Thorvald of Lym
A Little Sketchy
People have been asking me to make a game, so I figure it's as good a time as any to lay down the framework for a project I've been brainstorming for some time. For lack of a hype-inspiring title, I'll call it
The design-premise is simple: How do I run a stats-based game that won't drive me to suicide? (Also: How do I make a stats game intuitive to players that don't have an accounting degree?) Back during a playtest of Reus' mod, I thought: "Instead of Spreadsheet Simulator, why not use a game as the engine?" The end product would hybridize the mechanics of hard-stats with the free-form interface of 'narrative' games; kind of like an AAR, except I'm playing all sides simultaneously. In addition to making updates actually fun to do, the session can play out in 'real time' before an official orders lock, giving it an organic progression and alleviating my common frustration over players using chess-like strategizing to game the turn rollovers.
A basic example of how it would work: Player A routinely posts instructions emphasizing infrastructure development; cities produce lots of workers to terraform the countryside, and optimize their growth with granaries and the such. Player B concentrates on overwhelming military force; cities build factories and churn out units but neglect civil infrastructure. When both players go to war, Player B's huge standing army grants an initial advantage, but Player A's robust industry gives it the strength to endure the long run, whereas the moment Player B starts losing cities the country's in trouble.
This schematic also means that tactics and logistics finally have a direct relationship to military stats: players can spam conscripts for horde value, or take the time to develop a versatile combined-arms strike force. Defending players can use terrain to their advantage through ambushes and bottlenecks, pillaging roads and rails to disrupt reinforcements and cut off supplies to occupied cities. Overseas intervention becomes much riskier as without a friendly logistics chain, expeditionary forces may find themselves stranded in enemy territoryand heavy tanks take time to replace.
The particulars of the game's rules (and whether we want to play with fantasy/sci-fi settings) depend on which game I use as the foundation, and that's where you come in. I own most of the Civ series; different games offer different perks, so I'm asking your advice in determining what sort of underlying mechanics sound the most fun:
Civilization II: Test of Time with TheNamelessOne's Patch Project
Discounting the original MGE, the earliest version I can feasibly use. Highly moddable, easily moddable, and most stats can be edited as the game is running. The inclusion of the TOTPP vastly expands the mutability of the underlying ruleset, in some cases to Civ4 levels. Has a simple but fairly-featured Events Script for specially-tailored custom scenarios. Can run up to four separate maps in a single game. Its main drawback is the 7-player limit which will require some creative workarounds in a large game.
Freeciv
Open-source Civ2-inspired clone that implements features of Civ3. Highly moddable in theory, but a nightmare to actually do. Can support up to 126(!) players in a single game.
Civilization III: Conquests
The game I'm most adept in modding-wise. The insane number of third-party unit graphics lends itself to individualized tech trees and multi-tiered arsenals. Doesn't support custom events scripting. Rules can't be changed once the game is in progress, so this will require the most work to set up.
Civilization IV: Beyond the Sword
From what I understand, this is the most familiar to the IOT player base. Allows diverse economic and cultural strategies. Absurdly moddable, but less intuitive than Civ3 and will probably take the most time to set up; conversely, has a variety of game mods that can save me the trouble of embellishing the vanilla tech tree.
Comparison at a glance:
[TABLE="head"] |Civ2|Freeciv|Civ3|Civ4
Max. players|71|1261|322|40+3
Max. units|127|Theoretically unlimited|More than we'll probably use|Theoretically unlimited
Unit style|ATK/DEF/Hitpoints/Firepower|ATK/DEF/Hitpoints/Firepower|ATK/DEF/Hitpoints/Firepower|Base strength with class modifiers
Unit upkeep|Production|Production|Gold|Gold
Can retreat|No|No|Conditional|Moddable
Veterancy|DEF boost, 1 level|DEF boost, multiple levels|HP boost, multiple levels|Class-specific upgrades
Zone of control|Yes, blocks movement|Yes, blocks movement|Unit-specific, attack-of-opportunity|No, moddable?
Ranged artillery|No|No|Yes|Moddable
Aircraft style|Direct combat|Direct combat|Air missions; ground bombardment|Air missions; ground bombardment
Capturable units|No|Workers?|Workers, 0 ATK/DEF, Enslavement|Workers, moddable
Espionage|Direct, spy units|Direct, spy units|Indirect, gold purchase|Direct, spy units + point purchase
Max. maps|4|1|1|1
Terraforming|Yes|Yes|Chop/plant trees|Chop trees, moddable
Rush build|Yes, gold|Yes, gold|Yes, gov't dependent|Gov't dependent
Faction traits|No, moddable UUs|No, moddable?|Yes|Civ-specific UUs/UBs, leader-specific traits
Government|7 styles, somewhat moddable|6, moddable|6, moddable|5x5, moddable
Gov't-as-prerequisite|Fanatics unit|Moddable?|Moddable, buildings|Moddable
War weariness|Gov't dependent, units afield|Gov't dependent, units afield|Gov't influenced, multiple factors|Multiple factors
Civil disorder|City strike, Democracy can revolt|City strike, Democracy can revolt(?)|City strike, buildings can be lost, Nuclear Plant can melt down|City loses efficiency; riots freeze culture, damage troops
City conquest|Instant assimilation|Gradual assimilation|Foreign resistance, gradual assimilation|Fixed transitional period, assimilation based on Culture rate
Diplomacy|Limited, indirect4|Intermediate, direct|Intermediate, direct|Advanced, direct
UN forum|No|No|Diplomatic victory|Yes
Demarcated borders|No, permeable|Yes, permeable|Yes, permeable|Yes, impermeable
ROP rape5|Sort of|Sort of|Yes|No
Stack with allies|No, cities heal troops|Yes|No|Yes
Strategic resources|No|No|Yes, can trade spares|Yes, can trade source
Foreign trade|Direct through Caravans|Direct through Caravans|N/A|Indirect
Event scripting|Yes|Yes|No|Yes
Can mod in-game|Yes|Yes?|No|Partially
Modding ease|Very|Low|Very|Somewhat
[/TABLE]
1 Plus barbarians
2 Barbarians playable
3 Caveman2Cosmos mod proves concept, although I haven't confirmed in multiplayer.
4 In Hotseat, diplomacy is interpreted by the AI based on player-set Attitude.
5 Declaring war with units stationed in foreign territory does not relocate them outside the nation's borders.
N.B. Depending on the engine, development of the game proper won't become feasible until after I get a new desktop. So don't start the hype train yet.
The Civ Project
The design-premise is simple: How do I run a stats-based game that won't drive me to suicide? (Also: How do I make a stats game intuitive to players that don't have an accounting degree?) Back during a playtest of Reus' mod, I thought: "Instead of Spreadsheet Simulator, why not use a game as the engine?" The end product would hybridize the mechanics of hard-stats with the free-form interface of 'narrative' games; kind of like an AAR, except I'm playing all sides simultaneously. In addition to making updates actually fun to do, the session can play out in 'real time' before an official orders lock, giving it an organic progression and alleviating my common frustration over players using chess-like strategizing to game the turn rollovers.
A basic example of how it would work: Player A routinely posts instructions emphasizing infrastructure development; cities produce lots of workers to terraform the countryside, and optimize their growth with granaries and the such. Player B concentrates on overwhelming military force; cities build factories and churn out units but neglect civil infrastructure. When both players go to war, Player B's huge standing army grants an initial advantage, but Player A's robust industry gives it the strength to endure the long run, whereas the moment Player B starts losing cities the country's in trouble.
This schematic also means that tactics and logistics finally have a direct relationship to military stats: players can spam conscripts for horde value, or take the time to develop a versatile combined-arms strike force. Defending players can use terrain to their advantage through ambushes and bottlenecks, pillaging roads and rails to disrupt reinforcements and cut off supplies to occupied cities. Overseas intervention becomes much riskier as without a friendly logistics chain, expeditionary forces may find themselves stranded in enemy territoryand heavy tanks take time to replace.
The particulars of the game's rules (and whether we want to play with fantasy/sci-fi settings) depend on which game I use as the foundation, and that's where you come in. I own most of the Civ series; different games offer different perks, so I'm asking your advice in determining what sort of underlying mechanics sound the most fun:
Civilization II: Test of Time with TheNamelessOne's Patch Project
Discounting the original MGE, the earliest version I can feasibly use. Highly moddable, easily moddable, and most stats can be edited as the game is running. The inclusion of the TOTPP vastly expands the mutability of the underlying ruleset, in some cases to Civ4 levels. Has a simple but fairly-featured Events Script for specially-tailored custom scenarios. Can run up to four separate maps in a single game. Its main drawback is the 7-player limit which will require some creative workarounds in a large game.
Freeciv
Open-source Civ2-inspired clone that implements features of Civ3. Highly moddable in theory, but a nightmare to actually do. Can support up to 126(!) players in a single game.
Civilization III: Conquests
The game I'm most adept in modding-wise. The insane number of third-party unit graphics lends itself to individualized tech trees and multi-tiered arsenals. Doesn't support custom events scripting. Rules can't be changed once the game is in progress, so this will require the most work to set up.
Civilization IV: Beyond the Sword
From what I understand, this is the most familiar to the IOT player base. Allows diverse economic and cultural strategies. Absurdly moddable, but less intuitive than Civ3 and will probably take the most time to set up; conversely, has a variety of game mods that can save me the trouble of embellishing the vanilla tech tree.
Comparison at a glance:
[TABLE="head"] |Civ2|Freeciv|Civ3|Civ4
Max. players|71|1261|322|40+3
Max. units|127|Theoretically unlimited|More than we'll probably use|Theoretically unlimited
Unit style|ATK/DEF/Hitpoints/Firepower|ATK/DEF/Hitpoints/Firepower|ATK/DEF/Hitpoints/Firepower|Base strength with class modifiers
Unit upkeep|Production|Production|Gold|Gold
Can retreat|No|No|Conditional|Moddable
Veterancy|DEF boost, 1 level|DEF boost, multiple levels|HP boost, multiple levels|Class-specific upgrades
Zone of control|Yes, blocks movement|Yes, blocks movement|Unit-specific, attack-of-opportunity|No, moddable?
Ranged artillery|No|No|Yes|Moddable
Aircraft style|Direct combat|Direct combat|Air missions; ground bombardment|Air missions; ground bombardment
Capturable units|No|Workers?|Workers, 0 ATK/DEF, Enslavement|Workers, moddable
Espionage|Direct, spy units|Direct, spy units|Indirect, gold purchase|Direct, spy units + point purchase
Max. maps|4|1|1|1
Terraforming|Yes|Yes|Chop/plant trees|Chop trees, moddable
Rush build|Yes, gold|Yes, gold|Yes, gov't dependent|Gov't dependent
Faction traits|No, moddable UUs|No, moddable?|Yes|Civ-specific UUs/UBs, leader-specific traits
Government|7 styles, somewhat moddable|6, moddable|6, moddable|5x5, moddable
Gov't-as-prerequisite|Fanatics unit|Moddable?|Moddable, buildings|Moddable
War weariness|Gov't dependent, units afield|Gov't dependent, units afield|Gov't influenced, multiple factors|Multiple factors
Civil disorder|City strike, Democracy can revolt|City strike, Democracy can revolt(?)|City strike, buildings can be lost, Nuclear Plant can melt down|City loses efficiency; riots freeze culture, damage troops
City conquest|Instant assimilation|Gradual assimilation|Foreign resistance, gradual assimilation|Fixed transitional period, assimilation based on Culture rate
Diplomacy|Limited, indirect4|Intermediate, direct|Intermediate, direct|Advanced, direct
UN forum|No|No|Diplomatic victory|Yes
Demarcated borders|No, permeable|Yes, permeable|Yes, permeable|Yes, impermeable
ROP rape5|Sort of|Sort of|Yes|No
Stack with allies|No, cities heal troops|Yes|No|Yes
Strategic resources|No|No|Yes, can trade spares|Yes, can trade source
Foreign trade|Direct through Caravans|Direct through Caravans|N/A|Indirect
Event scripting|Yes|Yes|No|Yes
Can mod in-game|Yes|Yes?|No|Partially
Modding ease|Very|Low|Very|Somewhat
[/TABLE]
1 Plus barbarians
2 Barbarians playable
3 Caveman2Cosmos mod proves concept, although I haven't confirmed in multiplayer.
4 In Hotseat, diplomacy is interpreted by the AI based on player-set Attitude.
5 Declaring war with units stationed in foreign territory does not relocate them outside the nation's borders.
N.B. Depending on the engine, development of the game proper won't become feasible until after I get a new desktop. So don't start the hype train yet.