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[Mod idea] Atlantis Sinks

ummm.. im not really sure but i think sociocracy is more public when it comes to decision making

"oligarchy is from the Greek words for "few" (ὀλίγον óligon) and "rule" (ἄρχω arkho)"

- Wiki (Oligarcy)

"sociocracy is derived from the Latin and Greek words socius (companion) and kratein (to govern)"

- Wiki (Sociocracy)

im assuming from this a sociocracy works similar to a business company (you may what to wikiseach it though just in case :) )
 
To put a timeschedule on this, I'm aiming for a week or so after the 16th, which is the date I move into college, for me to learn some basic xml and python and make as rough a version as possible of this, with some tentative bare-skeleton techs and civs.

As for oligarchy contra sociocracy, maybe we could go with an aristocracy, rule by the best suited.. i.e. the most powerful families, getting rid of the king system, enabling us to keep a faction that claims descendance from Atlas and the first kings.
 
does this mean you can't pick a government type... will there be other selections or will it be just aristocracy?
 
I was thinking of this story-wise, so no, doesn't mean you can't pick gov type. Can't see a peasant aristocracy, afterall. So, selection will be available
 
You might want to contact the ffh2 for help on the magic side of this. this sounds like it could be a great mod.

Question: how in depth are you going to go ( new units, tech tree, music, screens.)?

Good Luck
 
This being my first attempt at modding means that the progress will be slow until I get a hang of it, but I'm aiming for doing the works. New civs, units, techs, unique units, magic, new buildings, wonders (ex. ark as big as pyramids), with custom models and, eventually, sounds and the like. At the tentative date of
a week or so after the 16th
I hope to have the skeleton of the mod done, say custom civs (no pics or uu), bare tech tree, and either a) map of atlantis, or b) a randomly generated map of atlantis (there is, after all, no way of knowing how it should looks like). Until then, it's going to be a bother learning how cIV works, and figuring out factions and the like, which I'm not at all hoping to do alone (hint!). As for the magic bit, I imagine something like with what the FfH team has done, but with more of an "oracle feel," and artificers who go about constructing things. Can't really explain it in any depth since I haven't really thought it all out, but I don't quite like gaining spells with levels and upgrading to better mages and the like... Any thoughts on the matter would be welcome, of course.

note: about the date, most like two weeks after the 16th.. which would be the 30th? Yes, most like on the 30th
 
if you already have ffh installed on your computer it would be a good idea to look at some of the python. And if you what to go to the next level of modding you may what to ask keal for the sdk.
 
That was actually the plan, looking at how other mods work and all that jazz, along with some nifty tutorials
 
I would suggest TGA's Python tutorial and TGM's Python tutorial (see sig for link) ... and maybe the modding wiki.
 
Depending on the time given by Poseidon to the Atlanteans to prove their worth (or wipe out their neighbours and thus be the only ones alive, winning by default), techs researchable will be radically different.

That is not to say I'm proposing to have different techs for different game speeds, rather, to clarify, this is me asking for suggestions. Anyways, this is what I've come up with.

If the timescale is months to a couple of years at best, the techs will have to be something like
scavanging trinkets
re-building ruins
fashioning crude weapons
foraging ruins for food
Recalling fishermen to the shore (ark building)
Looking for Signs

- with various mindset civics, showing how your civ is dealing with the old disaster, with anything from survival to hopelessness to, say, determined
Maybe
There is also an idea to make the killing enemy units for time extension more powerful and unit production boosted, making an almost constant state of war the norm (or diplomatically making OTHER people kill each other via alliances and what have you), making the game last longer

Or

Saying that the Gods experience time differently than people (or he's busy messing with Odysseus or some other errand), the timerange could be closer to a generation or two, with techs a little more general to go along with the longer time range, like
Scavenging for tools (and othersuchs)
Interpreting signs from Above (with another one for 'Below')
Mass exodus,

With the longer timerange, the killing for extra time option is not needed as much, making me more partial to the first option, the reason for which is that the variable time could make for, hopefully, variable games.

Also, mercenaries! How cool'd that be? Also, there should be some downside.. Like mercenary kills don't count towards the time expansion.. Outsiders killing atlanteans don't count (including greek barbarians)

Well, those are my initial thoughts. Now it's your turn!
 
Also:

tech called "Kill, Pillage, et c.", giving special things for killing different cities, like, say, upon a city getting razed the civ gets gold and population
 
i would suggest for techs you should follow this:

Ok in this the era will be in bold and barbariansim doesn't count (just there to show pre-civ activity)...

Barbarianism(like hunter-gathering etc)-> [Neolitic Era] domestication of plants and animals (agriculture revolution)-> development of culture (religion, language, some religious buildings, etc)->specialized labor (artists, ironsmiths, etc)->[Era of Elements metalworking (reveals copper,iron, and fire(?))-> Seafaring ( ship making, reveals fish and water(element))->trade -> greed (reveals gold and earth (element))-> {not continued from greed...} herbalism (reveals some possible new plant resources for medicne in this mod and reveals air) -> {combination of techs that reveal air,water,fire,and earth....} meta-physics (allows alchemy) ->

Here is when the next era comes in... maybe the era that contains the war and then a "Divine wrath Era". You may want to add in some more techs inbetween these too :)

But thats the basics.
 
Well, like I said before, techs like that wouldn't make sense in a (imagine Poseidon saying this) "I swept away youse buddies an' soon is your turn" way, there just wouldn't be any need to start from the basics when all you need to survive lies conviniently (if in various states of disrepair and rot) in the ruins of a once (too) great civilization. The more I think about it the more married to the idea of the 'months to a few years at best' timescale, with the limited techs it brings. The flavour of a tech focused on lost fishermen finding their way home, allowing for fishing on the coast and leading on to building an ark is just too awesome an idea to let pass.

As side-thought, the idea that one could research a technology that helps guide fishermen home (other than, say, a lighthouse.. which isn't too bad an idea now that I think about it) is somewhat ludicrous. Instead, these could be, rather, events that go with the spirit of the story. Say, an event (say tech) that's called "hidden cache of weapons is found," that lets you build so and so many units of THAT sort, "interpreter of signs finds his way," that lets a civ build some religious/magic unit, "blacksmith's shop rebuilt," for units.. Et cetera and so on. Would give the whole thing a "Lost" feeling, and would make for a fun game. Thoughts?
 
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