Need advice about an idea: is this feasible?

Naokaukodem

Millenary King
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Aug 8, 2003
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I need someone to tell me if the idea(s) in the link that follow are doable within a Civilization 5 mod. I really need to know if this is feasible, as if the answer is 'yes', I may envision to learn a programming language in order to code it.

Those ideas are my top-end ideas for a Civ game, I tried several times to express them but failed, and now it seems that i succeeded. It appears that only those kind of ideas would revigorate my love for Civilization, as the two last iterations really disapointed me.

Here is the link:

http://forums.civfanatics.com/showpost.php?p=10449113&postcount=1

Thx in advance. (if you have questions, in need of more data, precisions, please, please, ask! :) )
 
That's look like some kind of dynamic history mod like Rhye's and Fall of Civilization.

It's doable, but will be easier to work on when the C++ SDK is available, I'm doing one for YnAEMP.

You can have a look at my culture diffusion mod which I've made for this.
 
more or less... I'm still working of the bases, testing what can be done or not, and the cultural mod is just a part of those needed bases...
 
About the cultural mod... I don't like how a tile can convert to another civ, I would much more like that cities can switch back to their former owner even if this former owner have disappeared. Like: you conquer several civs with your army, then more or less soon, those cities will switch back to their initial owner. The "more or less soon" depending on how you played, for example favorized cultural assimilation or not. (buildings, social policies?)
On the contrary, as I said in the link posted in this OP, I would like it be possible for culture to assimilate other cultures remotely. I took a very basic example as culture power would depend on the number of citizens sharing it. But of course, wonders and culture buildings would have their word to say.
I wouldn't like them to switch magically on your side though. Most of the time, one would have to conquer them. But, as the example I made of China, this time the conquered "civs" would not rebel.
Also, what could do several civs cultures the same would be the initial city spreading. For example, one can imagine that Chinese people built a lot of cities around the China culture home. The difference with Civ being that, China as a state didn't control them automatically. I would want this represented also. As a starter idea, maybe allow the building of a very cheap settler that would create cities of the same culture around the capital. (or farer) Those cities would not be a part of the player's civilization, rather independent city states. That would also allow the player to control AI city placement, what would be a plus. Or, make a system so that people spontaneously (without the help of the player) migrate and plant cities. However, I don't know what would be the factor of strenght of such a feature. Ideas?
The key feature for the above ideas would be to allow the growth of a foreign culture near the player's civilization culture, for allowing durable conquest, opposed to ephemeral conquest of different culture civilizations.
Or maybe I'm just wrong to want all this because it is already implemented in your cultural mod?

About your greater mod, what is your objective exactly? Or maybe you don't want to tell too much about it yet, what I would understand. Private messages maybe?

thx for reading. :)
 
I can't speak in term of "exact" objective, cause as I said I need to see what can or can not be done, but I can speak of the general objective...

I may create a thread when it's more advanced, and if I have the feeling that I can really complete it, but that's not for the near future.

First I'm ashamed to say that I've not played Rhyes' and Fall for previous civ games, nor any other dynamic history mod, but when I've started to think "hey True Starting Location maps are nice, but what about True Starting Date and Location for civs ?", I've quickly found that this idea was an old one, and that there was already very good mods about it... for civ4...

I'm well placed to know that Rhye's and Fall will come to civ5, and my project will share some functions with this mod, but I hope it will be different enough, not just a clone (there'll be no point to make it in that case...).

That said, my project share the general objective : a TSL map with civs appearing on the map when they should.

I'll probably use the convertion of the GEM map from YnAEMP, and a different (longer) timeline from the vanilla civ5.

Now, some specific points I'll like to implement :

- The culture map from the culturel diffusion mod. Cities will create culture for all civs that have a culture value on the city tiles, but the culture owner will get a bonus (depend on buildings and wonder) and others culture could be converted to the culture of the owner (rate depending on Social Policy). The tile flipping won't be automatic, but some events will trigger if you're not the civ with the most culture on your tiles (like spawning partisan units if your at war with the civ with the most culture here, city revolt, city flipping to previous owner after revolt or even empire splitting based on stability)

- Some area will generate specific culture without cities, "preparing" the place for a new civilization or city states, and if you want to settle those place, you'll have to choose: create more of your own culture, ready your army to crush a revolt or go for a pacific option and just prepare the place for a future independant ally ?

- Tribes : city states represented by tribe units, that will appears early, spread their own culture on the map, and eventually settle to create a normal city-state

- Random historical events

and more... I hope :D
 
The tile flipping won't be automatic

Ha, that's good to hear! :)

but some events will trigger if you're not the civ with the most culture on your tiles (like spawning partisan units if your at war with the civ with the most culture here, city revolt, city flipping to previous owner after revolt or even empire splitting based on stability)

Hmm looks good. Pretty much the same thing I want in my mod, but made differently. Although; I found it pretty weird that a city could flip without being noticed to a side to another in Civ3 and Civ4. Maybe to such different culturally cities, there should be the need to send a "converter unit" in such cities, to represent the effort of the other civ to take out this city. Then, switches would be acts of war more clearly than it was in Civ3 and Civ4.

- Some area will generate specific culture without cities, "preparing" the place for a new civilization or city states, and if you want to settle those place, you'll have to choose: create more of your own culture, ready your army to crush a revolt or go for a pacific option and just prepare the place for a future independant ally ?

Hmm interesting. But what prevents you to simply make pop out a new civ without "preparing the place" for it? As to this idea, this makes me think about my own: make the culture spreading a lot more penetrative than it is in Civ3 and Civ4, for example with flight and telegraph it could be mondial ! Earlier, it could be a good mean to prepare the place for our own civ.

- Tribes : city states represented by tribe units, that will appears early, spread their own culture on the map, and eventually settle to create a normal city-state

In fact the previous idea and this one seem to be one only in my dreamed mod: random cities can be created from culture homes all around. The idea is to allow you to expand your empire culture way before you conquer those cities, in order to be able to keep your empire, as China did. Otherwise, if the cities you conquer are not of your culture, they will rebel surely more of less soon, depending on your assimilation efforts.
 
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