Lord Bayushi
Chieftain
- Joined
- Jan 23, 2007
- Messages
- 44
I was recently playing a game as the Devellio with the Barbarian trait. I did not expect the cease fire with the barbarians to effect the wildlife as well. I was somewhat confused by the fact that my forces could explore the badlands unhindered by orc or beast, while my nearest neighbor, the Lansofar (spelling?) elves, were attacked by wild beasts regularly, dispite thier peity to thier Fellowship of Leaves religon.
Later in the game, as my shamans discovered the wonders of the later technology, I lamented that the cool Nature's Wrath ritual was already useless due to the complete lack of uncontrolled territory on a map with locked boarders and infinite city sprawl.
The combination of these factors gave me an idea. I beleve that nature should be a seperate entity, distinct from the barbarian team/force/civ with similar behaviors. The animals should continue to be hidden nationality, but shouldn't distinguish between barbarian players or the rest of us (orc meat feeds bears just as well as human meat does). Somewhere down the line, Fellowship of Leaves civs should be able to attain a treaty with Nature, either through tech, a building or ritual, or just as a side effect of the Guardian of Nature civic.
In addition, there should be areas of the map covered in culture from the Nature player/team/civ. This wild culture should only be able to be beat back by superior culture from boardering cities, and should have a high enough value that these natural areas should survive into the late game. Within the wild culture zones, forests (regular and ancient) and jungles should run wild, as should animals and mabey even the occasional wild ranger or druid, to snack on would be explorers. Additional goody huts, rare resources, or other rewards should await those brave enough to explore and patient enough to populate these ancient wildernesses.
I don't know if it would be easy to implement, but I think that areas of semi-permanent wilderness fit the fantasy theme much better than the boarder locked urban sprawl covering every inch of land that is the Civ mid to late game.
Later in the game, as my shamans discovered the wonders of the later technology, I lamented that the cool Nature's Wrath ritual was already useless due to the complete lack of uncontrolled territory on a map with locked boarders and infinite city sprawl.
The combination of these factors gave me an idea. I beleve that nature should be a seperate entity, distinct from the barbarian team/force/civ with similar behaviors. The animals should continue to be hidden nationality, but shouldn't distinguish between barbarian players or the rest of us (orc meat feeds bears just as well as human meat does). Somewhere down the line, Fellowship of Leaves civs should be able to attain a treaty with Nature, either through tech, a building or ritual, or just as a side effect of the Guardian of Nature civic.
In addition, there should be areas of the map covered in culture from the Nature player/team/civ. This wild culture should only be able to be beat back by superior culture from boardering cities, and should have a high enough value that these natural areas should survive into the late game. Within the wild culture zones, forests (regular and ancient) and jungles should run wild, as should animals and mabey even the occasional wild ranger or druid, to snack on would be explorers. Additional goody huts, rare resources, or other rewards should await those brave enough to explore and patient enough to populate these ancient wildernesses.
I don't know if it would be easy to implement, but I think that areas of semi-permanent wilderness fit the fantasy theme much better than the boarder locked urban sprawl covering every inch of land that is the Civ mid to late game.