AtlantisAuthor
Chieftain
- Joined
- May 12, 2016
- Messages
- 96
Hi everyone, I'm new here and I realize the odds of any of what I'm about to suggest actually happening are likely slim to none, but I figured there's no harm in throwing them out there. Here is an idea I have for Civ VI (or possibly future Civ titles) going forward; I apologize in advance if this may have already been mentioned here on the forums.
My idea involves Natural Disasters and "Disaster-prone" areas. One thing that has shaped human history and civilization and yet has never really been implemented in the Civ games so far are natural disasters. The Black Death killed over a third of Europe during the Dark Ages, and a massive volcanic eruption at Santorini may have been responsible for the demise of an entire seafaring civilization at that time, for examples. But how to implement such a component into Civilization would be a challenge in itself, so here are my suggestions.
First and foremost this feature would probably need to be A) completely optional (especially for multiplayer games; having a random setback in the middle of a heated game would probably be the opposite of fun) and B) such in-game events, just as is the case across actual history, should be rare enough that you may or may not even see them happen during a game even when enabled.
Who and what should disasters affect? Given how frustrating it might be to lose buildings (or Wonders), I don't know if I'd go so far as to allow them to be destroyed, unless they could be repaired in the same way pillaged tiles can be. The single biggest way disasters would affect a city would be by reducing its population.
Got a city near the coast and/or an active fault line? Researching engineering and architecture might provide bonuses such as structural reinforcement or sea walls that help protect your citizens when a tsunami hits. Is your city near a jungle where unknown diseases may lurk? Researching food and medicine-based technologies could help you cure and stave off such plagues. Floodplains, coastlines, and flatter terrain could be especially vulnerable to flooding and damage from storms such as hurricanes or tornadoes, and researching meteorology could help reduce civilian casualties. Volcanoes could provide tourism bonuses with the caveat that you never know if or when they'll have a costly eruption.
How could natural disasters affect things like trade and diplomacy? For one, you could gain "humanitarian bonuses" for sending relief (gold, food, etc.) to affected civs or city-states. You could also gain similar bonuses for voluntarily sharing such research with other civs to help them better survive disasters. But of course there's a flip side to this. Say that a civ you're trading with has had a plague break out within their city (keeping such events localized with the ability to spread via trade is how the Bubonic Plague was brought into Europe, presumably from as far away as Mongolia). Do you risk your own citizens to maintain trade or do you cut them off and trade elsewhere? Or if the shoe is on the other foot, how do you maintain trade when other civs are afraid they'll catch what your people have?
Of course such incidents must A) be rare enough not to become infuriating and B) have effects that only last a set number of turns (even a single turn in the case of storms, tsunamis, etc.). But incorporating them could have a big impact on how a player approaches their research tree, their diplomacy, and even trade based upon the situation.
Anyway, that's all for now on this idea. Thanks for hearing me out.
My idea involves Natural Disasters and "Disaster-prone" areas. One thing that has shaped human history and civilization and yet has never really been implemented in the Civ games so far are natural disasters. The Black Death killed over a third of Europe during the Dark Ages, and a massive volcanic eruption at Santorini may have been responsible for the demise of an entire seafaring civilization at that time, for examples. But how to implement such a component into Civilization would be a challenge in itself, so here are my suggestions.
First and foremost this feature would probably need to be A) completely optional (especially for multiplayer games; having a random setback in the middle of a heated game would probably be the opposite of fun) and B) such in-game events, just as is the case across actual history, should be rare enough that you may or may not even see them happen during a game even when enabled.
Who and what should disasters affect? Given how frustrating it might be to lose buildings (or Wonders), I don't know if I'd go so far as to allow them to be destroyed, unless they could be repaired in the same way pillaged tiles can be. The single biggest way disasters would affect a city would be by reducing its population.
Got a city near the coast and/or an active fault line? Researching engineering and architecture might provide bonuses such as structural reinforcement or sea walls that help protect your citizens when a tsunami hits. Is your city near a jungle where unknown diseases may lurk? Researching food and medicine-based technologies could help you cure and stave off such plagues. Floodplains, coastlines, and flatter terrain could be especially vulnerable to flooding and damage from storms such as hurricanes or tornadoes, and researching meteorology could help reduce civilian casualties. Volcanoes could provide tourism bonuses with the caveat that you never know if or when they'll have a costly eruption.
How could natural disasters affect things like trade and diplomacy? For one, you could gain "humanitarian bonuses" for sending relief (gold, food, etc.) to affected civs or city-states. You could also gain similar bonuses for voluntarily sharing such research with other civs to help them better survive disasters. But of course there's a flip side to this. Say that a civ you're trading with has had a plague break out within their city (keeping such events localized with the ability to spread via trade is how the Bubonic Plague was brought into Europe, presumably from as far away as Mongolia). Do you risk your own citizens to maintain trade or do you cut them off and trade elsewhere? Or if the shoe is on the other foot, how do you maintain trade when other civs are afraid they'll catch what your people have?
Of course such incidents must A) be rare enough not to become infuriating and B) have effects that only last a set number of turns (even a single turn in the case of storms, tsunamis, etc.). But incorporating them could have a big impact on how a player approaches their research tree, their diplomacy, and even trade based upon the situation.
Anyway, that's all for now on this idea. Thanks for hearing me out.