Mod idea - Societal Diversity

Hiram

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I've been thinking about TSL Earth maps and how they will work in Civ 6 with certain civs. With districts now being a thing, civs in regions like Polynesia are going to be held back significantly due to their lack of land tiles. From this I've come up with an idea for a mod which rectifies this problem somewhat, along with some other changes to the way other civs play.

This 'Societal Diversity' mod would divide civs into three categories based on things like settlement behavior and methods of food production:

Nomadic:
-Territory expansion rate doubled for flat land tiles
-Additional housing provided by pastures and camps (rate determined according to what is balanced)
-Less housing from farms and plantations
Example civs - Scythia, Mongolia, Souix, Australian Aboriginal civs

Islander:
- Can build districts on coast tiles adjacent to cities (will most likely need more 3D models for this)
- Additional housing and food yields provided by fishing boats
- Units can embark immediately
- Territory expansion rate doubled for water tiles
Example civs - Hawaii, Maori, Rapa Nui, Taino

Agrarian:
- Additional housing in city centres
- Additional food yields and housing from farms and plantations
Example civs - Egypt, Aztec, Germany, China, etc

The concept is very basic at the moment so feedback and ideas are appreciated.
 
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Wouldn't there be an opposite to Urban? like Rural or something. and Urban would gain bonuses to districts, while the "Rural" would be farms and the such. Urban getting bonuses to farms just doesn't make much sense to me.
 
The AI will never be able to utilize these game concepts effectively, its just going to make it harder to have a good game.
 
Well that depends what a good game means to you. Some people prefer immersion over competition, for instance.

What is immersive about a bad AI making illogical choices that don't utilize their abilities properly because of crappy start location spawning?
 
>implying everyone will pay attention to the AI's bad choices and correlate them to this mod.
I know I don't pay attention to what the AI is doing, so this mod would only enhance my experience, and so is something I'd be interested in following the development of.
 
I think the AI wouldn't have too much trouble using the game concepts in this mod, given that most of them effect gameplay in a passive way which doesn't require much complicated decision making by the AI player. How the AI handles districts on coasts for islander civs might be an issue.
 
I love this idea. Historically, there is vaguely the ideas of:

seafaring:
norway (viking), england, japan, spain

agrarian:
arabia, egypt, sumeria, india, greece

pastoral nomadic:
scythia, germany, rome, france

extreme wilderness:
america, aztec, brazil, russia, kongo

So you could do:

seafaring:
- units can embark immediately
- fishing boats give +1 housing, +2 food
- have eureka for sailing

agrarian:
- additional housing in city centers
- farms and plantations give +1 housing, +2 food
- have eureka for irrigation

pastoral nomadic:
- pastures give +1 housing, +2 production
- camps give +1 housing, +1 production, +1 coin
- starts with animal husbandry

extreme wilderness:
- forest and rainforest cost no extra movement
- start with eureka for archery

The balance is pretty interesting because it encourages the Civs to behave more like their historical counterparts. Seafaring civilizations inhabited islands, or lands with long coastlines, they explore the sea and gain resources better from it. Agrarians had extremely fertile lands, and so focused on building large fields, and thus gained much more from them. They built cities the earliest, and thus housed more. Pastoral nomadic did not settle down, but moved around with their herds. Because they had to protect their animals, they typically had strong militaries, even though they had smaller populations than cities. And civilizations with wild tribal origins had a deeper relationship with nature because if they didn't know it extremely well, it would kill them. They moved through forest just as fast as through open land because it was just as familiar. They expanded far and wide.
 
I love this idea. Historically, there is vaguely the ideas of:

seafaring:
norway (viking), england, japan, spain

agrarian:
arabia, egypt, sumeria, india, greece

pastoral nomadic:
scythia, germany, rome, france

extreme wilderness:
america, aztec, brazil, russia, kongo

So you could do:

seafaring:
- units can embark immediately
- fishing boats give +1 housing, +2 food
- have eureka for sailing

agrarian:
- additional housing in city centers
- farms and plantations give +1 housing, +2 food
- have eureka for irrigation

pastoral nomadic:
- pastures give +1 housing, +2 production
- camps give +1 housing, +1 production, +1 coin
- starts with animal husbandry

extreme wilderness:
- forest and rainforest cost no extra movement
- start with eureka for archery

The balance is pretty interesting because it encourages the Civs to behave more like their historical counterparts. Seafaring civilizations inhabited islands, or lands with long coastlines, they explore the sea and gain resources better from it. Agrarians had extremely fertile lands, and so focused on building large fields, and thus gained much more from them. They built cities the earliest, and thus housed more. Pastoral nomadic did not settle down, but moved around with their herds. Because they had to protect their animals, they typically had strong militaries, even though they had smaller populations than cities. And civilizations with wild tribal origins had a deeper relationship with nature because if they didn't know it extremely well, it would kill them. They moved through forest just as fast as through open land because it was just as familiar. They expanded far and wide.
In Civ 4 these were called traits
 
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