New Mod Concept: Organic Civs?

davane

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Feb 10, 2009
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I don't have any experience with actual modding, but I came up with the following idea for a mod.

It seems to me that there is very little actual difference between the civilizations in the game. The UU's and UB's just don't provide enough unique flavour, and the leader traits seem to have a marginal influence of the game itself. One option has been to try and provide more differentiation between the civilizations and leaders, but what about taking the opposite approach and removing the minimal differentiation into the game itself, so that each civilization starts off the same, but can evolve over the course of the game?

I envision this being handled as follows:

Remove all the leader traits, and instead incorporate them into a new civic option referred to as the civ's Policy/Doctrine. As civs learn technologies, they can enable the various traits. For example, the Protective trait could be enabled with Masonry, while the Expansive trait enabled with Pottery, and so on. Since only one trait is available, all the traits will need to be improved somewhat. The default Doctrine would be None, without any bonuses.

There are no UUs for civilizations, but instead all the existing UUs can be built. The different flavours of the UUs will provide alternative tactics to all civs. The generic units may need to be modified to take into account the UU's common availability, mostly by reducing their production cost to make them cheaper alternatives to the more powerful UUs.

Likewise, there are no UBs, but instead all civs can build all UBs as alternatives to the generic city buildings. The catch here is that only one of the selection of UBs/generic building can be built in a single city. For example, they could build a Monument, Obelisk, Stele, or Totem Pole in a given city, but not all four (Note, this would also impact upon whether or not to build Stonehenge, which still provides free Monuments in all cities, not allowing the other buildings to be built). The generic buildings will probably need to be modified to take into account the availability of the UBs, probably by reducing their production cost to make them a cheaper alternative.

One final optional concept would be the addition of a Grand Design civic, which basically gives each civ the option to tailor their abilities towards one of the victories in the game. These would also be enabled as the game progresses, with Time being a default Grand Design, which doesn't provide any bonuses. Essentially, the later the victory becomes enabled, the bigger the bonus to level the playing field a bit.

For example, early victory conditions like Conquest could be enabled once Bronze Working is researched and provide a slight production bonus when producing military units (allowing them to out produce rivals going for other victory conditions). Later on, when the Diplomatic victory is enabled by researching Mass Media, the civ might be awarded a massive production boost to build the United Nations (thus ensuring they are a candidate for votes) and provide a bonus to the attitudes of all AI civs (making them more likely to vote for the civ).

The idea of this mod is that there are more decisions for the player, and the theme of the civilization becomes defined by the player's choices in the game. Obvious choices will be toned down in favour of variety: Do you build the more defensive Horse Archer or the more mobile Keshik? Do you go with the stronger Praetorian or the quicker to build Swordsman? Do you build the Jaguar now, or wait to connect the city to Iron?

I'd like some feedback on the ideas for this mod, as well as some advice on how to get started with this idea. Like I said, I have no experience with modding in general (I primarily come from a tabletop background), let alone Civ 4 specifically.
 
Good ideas. I'm pretty sure several ideas and even a mod or two have been put out towards the idea of an 'organic' civ builder as the game progresses. Things like techs researched influence UU, civ traits, etc.. There's many different possibilities for making it happen too---first civ to a tech gets the UU/trait, or increase the civic categories and place the traits as civics, make traits wonder-based, etc..

I'd disagree that the UU and traits don't affect play much. They often do by 50%. Expert players often play by the traits.

Your Grand-Design mechanic would be quite novel. Never seen that put out before.
 
Grand Design is interesting. However, the HA is not a defensive unit at all. Also, UUs and UBs and traits can make or break a strategy, they are integral (Rome's Praets similar to regulr swords? Bah!), and do make a differance (financial an industrious are the most obvious ones.)
 
I'd like the traits to be Civic based, as this allows them to be optional within the gameplay, providing a lot of variation and replayability, but allowing players to change them as they feel like it (just like civics). Here's wehat I have for these so far:

Aggressive
Existing: Free Combat I promotion to all melee and gunpowder units
Existing: +100% production of Barracks & Drydocks
Added: Free Combat I promotion to Armored, Helicopter, Mounted, and Naval Units
Added: +100% production of Stables
Enabled: Bronze Working

Aggressive is already a good trait, and the additions simply expand upon the already established theme. Basically, the free promotion is added to more types of units, so that it remains useful throughout the game. It's available fairly early with Bronze Working, when the first proper military units become available.

Charismatic
Existing: +1 Happiness in all cities
Existing: +1 happiness from Monument & Broadcast Tower
Existing: -25% XP required for promotion
Changed: +1 happiness from Colleseum (replaces Monument)
Added: +1 Happiness from Theatre
Added: +100% production of Colleseum
Enabled: Construction

Charismatic is available later, when the happiness issues really start to kick in. The monument is used as an early culture booster, not an early happiness booster, so I have switched this to the colleseum instead. Having it provide +1 happiness with the theatre just expands upon this theme. I moved the production bonus from the Creative trait, as the Colleseum does not add culture. The trait is enabled when the Colleseum becomes available to maximize it's use.

Creative
Existing: +2 culture per turn per city
Existing: +100% production of Colloseum & Theatre
Changed: +100% production of Monument (replaces Colleseum)
Added: +100% production of Broadcast Tower
Added: +1 culture from Monument, Theatre, and Broadcast Tower
Enabled: Drama

Creative is all about culture, so I swapped out the Colloseum which doesn't produce culture for the monument, which is the earliest culture booster available in the game. The +1 culture per Monument, Theatre, and Broadcast Tower is there to prevent the automatic decision of being creative to build the Theatre and Broadcast Towers, and then switching to Charismatic for the +1 happiness bonus from these. It's enabled with Drama, as this is when the Culture slider becomes available, and thus you can really turn up the culture race. My only concern is whether this is too close to Astronomy to get significant use from the Monument before it is obsoleted.

Expansive
Existing: +2 Health per city
Existing: +25% production of Workers
Existing: +100% production of Granary & Harbour
Changed: +100% production of Lighthouse (instead of Harbour)
Added: +50% production of Work Boats
Enabled: Pottery

Expansive is about health and food, and a minor niggle has always been why Expansive speeds the Harbour but not the Lighthouse. I think this is because Harbour gives +1 Health with sea food resources. I might try and move this to the Lighthouse at some point to give this trait added oomph. +50% production of Work Boats allows for the civ to access their sea resources quicker. However, this trait is enabled with pottery, so that it isn't dependant upon naval-based techs, yet is still early enough to be efficient.

Financial
Existing: +1 commerce on spaces generating 2+ commerce
Reinstated: +100% production of Bank
Added: +100% production of Market & Grocer
Enabled: Currency

I'm not sure why the production bonuses for Banks were removed, as this is probably the most thematically apt aspect of this trait. Increased commerce doesn't strictly mean increased gold production, yet most financial leaders are those associated with being supremely rich. The additional production bonuses for Market and Grocer means that these civs should easily be swimming in gold, even if they do not dedicate a huge percentage of commerce towards it. Currency is when the first of these become available, plus it has the added advantage of allowing gold trading in Diplomacy so there's actually a non-military use for all that wealth.

Imperialistic
Existing: +100% Great General emergance
Existing: +50% production of Settlers
Added: -50% resistance time
Added: -50% vassalage costs
Enabled: Monarchy

Imperialistic represents classic Civ strategy, but there's little to be added here that doesn't step on the toes of other traits. The -50% resistance time (if I can figure out how to do it) essentially makes it easier for these players to assimilate larger cities into their existing empires, while the -50% vassalage costs reduces the financial burden of making captured enemies vassals. It's enabled with Monarchy for thematic purposes for the most part, as Hereditary Rule and Empires historically go hand in hand.

Industrious
Existing: +50% wonder production
Existing: +100% production of Forge
Added: +100% production of Ironworks, Factory & Industrial Park
Enabled: Metal Casting

Industrious is about production, and the +100% production of Ironworks, Factory and Industrial Park continues with this theme. Metal Casting is when the Forge becomes available to seems the best time to enable this trait.

Organised
Existing: -50% civic cost
Existing: +100% production of Courthouse & Lighthouse
Changed: +100% production of Harbour (instead of Lighthouse)
Added: +100% production of Customs House
Enabled: Code of Laws

One of my minor peeves was why the Organized trait sped up the production of Lighthouses. It always seemed to me that Harbours would have made the better choice, given that they increase the efficiency of Trade Routes and efficiency is what Organized is all about. I also added the production bonus to the Customs House, as this further increases the efficiency of foreign trade. Despite these changes, I have enabled the Organized trait with Code of Laws, so that naval-based technologies are not required to gain this trait.

Philosophical
Existing: +100% Great People points
Existing: +100% production of University
Added: +100% production of Library, Observatory, & Laboratory
Enabled: Writing

Philosophical is great for GP points, but seems to be more dedicated towards research than anything else. It always struck me as strange that it would speed up Universities, but not the Libraries that are required for Universities. Of course, once you've added that, the GP bonus combined with the Scientist specialists means Great Scientists are the norm here, putting a massive focus on research for this trait. With this in mind, I added the production bonuses for the Observatory and Laboratory too, as these also increase Research. I am figuring that this trait means the civ can get away with a lower rate of technology spending without harming their research production too much. This is enabled with Writing because this is when Libraries are available, and this pretty much shifts the focus towards Science.

Protective
Existing: Free Drill I and City Garrison I promotion to archery and gunpowder units
Existing: +100% production of Walls & Castles
Added: Free Interception promotion for air units
Added: +100% production of Bunker & Bomb Shelter
Enabled: Masonry

Protective suffers because Walls and Castles become technically obsolete against gunpowder-based units, so in the later game this is of little use. Thus, I have extended these production bonuses towards other forms of defense as well, such as the Bunker and Bomb Shelter for late-game defense against air units and nukes. Plus, the free Interception promotion increases the chance to intercept against enemy air units providing another form of defense in the late game. It is enabled with Masonry as this is when walls are available, making this an equivalent early trait to the Agressive trait (from Bronze Working).

Spiritual
Existing: No anarchy
Existing: +100% production of Temple
Added: +100% production of Monastery & Cathedral
Added: +50% production of Missionaries
Enabled: Priesthood

The spiritual trait is thematically the ultimate religious trait, but the production boost for temples is the only religion-specific trait in the game. Thus, I've added production bonuses to the other religion-specific buildings in the game, and a production bonus to Missionaries as well. This means that Spiritual civs would have a lot more emphasis on adopting and spreading a religion. It is enabled with Priesthood, because this is not only when Temples are available, but also means that at least one religion has been founded (Hinduism from Polytheism or Buddhism from Meditation) but is not tied to either one of these early religions, allowing for some flexibility.

If I can get these working properly, then I might look towards possibly creating additional traits/policies tailoring other areas of game play.
 
However, the HA is not a defensive unit at all.

Defensive is relative in this case. The HA is immune to first strikes, making it much more "defensive" against archers and other units with first strikes than the Keshik. The Keshik gains 1 first strike, and IIRC, first strikes cancel out. So it only takes the Drill I promotion to enable an Archer to possibly first strike a Keshik, and with Drill II to definately do so.

Thus, while both the HA and Keshik are agressive units (indeed, all mounted units are typically agressive shock units), the HA is more defensive than the Keshik - thus the decision becomes greater defense vs. increased mobility.
 
I wholeheartedly agree about civ differentiation and most of your methods.
What's the fun of just being told at the outset "Hey, you are Imperialistic and Charismatic, you have these bonuses and your civ has these special units and buildings, unearned." That's not a game, its a story. Sure, its something to adapt to or select, as a general adapts to or selects the terrain of battle, but still...

I've thought the UU and UB should require additional dead end, single purpose techs, while the default should be available to all. Thus any civ could get the Supermarket and then also research Mall so they could build them. Maybe these UU and UB techs could be non tradable so they wouldn't create clutter. Also I'm thinking one advantage of the UU should be that they are cheaper than the default unit so that during its "military golden age" a civ can make loads of these units that they are famous for.

So Grand Design is a CivicOption, right? And each victory type goal is a civic within it? So that when you pick a goal you get bonuses toward achieving it? Just by picking a civic rather than by actually selecting the correct decisions throughout the game? Might make things easier for the AI, but it seems to me its going back to something like just having traits and dealing with it rather than constantly making decisions. Would you reset the Leaders civic preferences to victory types?

Much of what you are talking about could easily be done with XML, but doing traits as civics will probably require dll work. You'de have to find out how the traits are done and then make tags for the civics to do them. Taking traits away should be easy, even though that system may be deep rooted, since all you have to do is remove all traits from all leaders in XML.
 
So Grand Design is a CivicOption, right? And each victory type goal is a civic within it? So that when you pick a goal you get bonuses toward achieving it? Just by picking a civic rather than by actually selecting the correct decisions throughout the game? Might make things easier for the AI, but it seems to me its going back to something like just having traits and dealing with it rather than constantly making decisions. Would you reset the Leaders civic preferences to victory types?

All civics are inherently choices, so in choosing a Grand Design civic, you are making a choice to dedicate yourself to a certain type of victory. I was inspired by the xOTM pre-game discussions where players often look at how things are in the starting set up, and then work out the 'best' way to win.

The bonuses are there to back up the choice of the civ's Grand Design, making it easier for them to win, but since all civs can choose a Grand Design, you will be competing with the Grand Designs of other civs.

As an additional balance, earlier victory conditions will have reduced bonuses compared to those that are only enabled later on in the game. For example, Conquest and Domination are early opportunities for victories, so civ's with these Grand Designs will already have a significant time advantage to those who adopt later Grand Designs, such as Space Race or Diplomatic victories. However, there is nothing stopping a civ from changing their Grand Design during the game - they might start out with Domination, and then switch later to a Cultural or Diplomatic Grand Design instead.

Grand Design is not meant to replace decision making within the game, but to help try and differentiate the different victory types within the game, as these are all remarkably similar. There are numerous reports of players aiming for one victory condition and accidently winning a different type of victory condition along the way.

I am probably going to design these as seperate modlets, rather than a single mod, so that players can pick and choose which they want to include. Thus, these will be developed both independantly of each other, but with an eye towards their interaction.

For example, the Policy mod to modify the traits (making them civics) primarily exists to allow you to play the game you want to play, allowing you to choose the Policy within the game rather than have it dictated by your leader choice (after all, how many leaders last 6,000 years!?). If you choose to head towards researching Priesthood early, then it's likely that you're looking towards a religion-based game and will be wanting the Spiritual policy, rather than being told you are Spiritual and therefore religion SHOULD be part of your game plan to win.

The Grand Design civic option is seperate, but is basically there to direct the focus of your game even further towards a certain victory type of your choosing. If your Grand Design is to win by Space Victory, then getting bonuses to help towards this victory is good, but more importantly the bonuses should help steer you away from other accidental victories. What this is essentially doing is taking some of the meta-game considerations of winning and putting them into the game itself. Plus, in a nod towards the Rhye's approach of gameplay, being able to change your Grand Design makes things more 'organic' within the story of the game: You can choose to try and strive for victory with an early Grand Design and then switch to a later one instead, when it becomes available (or the early one becomes less likely to succeed - if everyone is striving for a Domination victory, then that might leave an opportunity to exploit the bonuses for a Cultural Grand Design for an easier win).

In all these cases, the bonuses are most useful if the other civ's don't have them. If you share the bonuses with other players, they cease to become bonuses. For example, if everyone in the game has the Aggressive trait, then there is little advantage for having this trait at all. But if you're the only one with the Financial trait, then the advantages of wealth can become even more apparent. What these do is takes these from the pre-game set up and puts them into the game itself, allowing you to tailor these bonuses to the game situation.

The UUs and UBS use a slightly different concept, because the idea is that these stop being unique to any given civ. All civs can use them, but if all civs are using them, then they stop being as potent. Praetorian's are mostly potent because most other civs are limited to Axemen or Swordsmen for the same role. But if everyone can build Praetorians, then they become less potent, and it's more a case of balancing building Praetorians with other units, such as the (potentially) faster to build Swordsman for city attacks. Another example is with the Aztec Jaguar - this is weaker than a Swordsman but does not require Iron to build (and gets bonuses in Jungles). If you have access to Iron, then you are going to want to build the more powerful Swordsman (or Praetorian) but you cannot.

Note: Much of the UU conjecture seems to be based on the fact that Swordsmen are a fundamentally optional unit, as the Axeman does a remarkably wonderful job in the same role in virtually all cases, and is actually superior against melee opponents, even when attacking cities. However, the theory remains sound, although all the UUs and UBs are designed to be better than their original units or buildings, so without somesort of compensation (such as reduced production costs) it makes more sense to compare different UUs and UBs that replace the same unit or building. For example, comparing the Roman's Praetorian to the Aztec's Jaguar.
 
Here's what I have as a preliminary of my Grand Designs options:

Time
Requirements: Highest Score in 2050 AD
Bonuses: None
Enabled: Default

This is the starting Grand Design which all civs have, and represents basic survival. Like other initial civs, this provides no bonuses at all.

Conquest
Requirements: Eliminate all Rivals
Bonuses: All units get +10% city attack; +10% production of Military Units
Enabled: Bronze Working

Conquest victory is a pure military victory, so obviously the Conquest Grand Design is also purely military as well. However, to prevent too much abuse, all units gain +10% city attack, allowing them to take cities easier and thus wipe out rivals quicker. The military production is arbitrary at +10% production. This is a really early Grand Design so most civs will be able to adopt this fairly quickly...

Domination
Requirements: Control 2/3rd Land and 25% more population.
Bonuses: +10% food production in all cities; -10% culture required to expand; Your borders are stronger than rivals.
Enabled: Pottery

Domination is the classic Civ strategy and basically requires lots of land and lots of population. The food bonus lets cities grow quicker, and stave of unhealthiness and starvation better, allowing cities to reach higher populations. An alternative is requiring -10% Food for population growth, but I don't think this will mesh well with Granaries storing 50% food after growth. However, -10% Culture required to expand means that borders will expand quicker without increasing the culture of the city (so it still takes as long to reach legendary culture). As an added bonus, if I can get it to work, having your borders stronger than your rivals helps you claim those contested squares (much like in Civ4:Col when you choose Manifest Destiny as part of your constitution). This is an early Grand Design and competes with Conquest in the early game.

Cultural
Requirements: 3 cities with Legendary Culture (50,000+)
Bonuses: +10% culture in all cities; -25% culture for Legendary Culture (i.e. 35000 culture required on normal).
Enabled: Drama

This is a mid-game Grand Design, and is quite simple - it's culture, culture, and more culture. It's mainly a reduction of the culture needed to reach Legendary Culture, so your cities can get there sooner. The +10% culture helps boost culture production, like a free portion of the commerce slider. An alternative is to increase this to +20% in the civ's top 3 cultural cities, which will speed up the win significantly without giving loads of free culture to other cities. Once again, numbers are arbitrary, particularly for the free culture.

Space Race
Requirements: Build Spaceship and Reach Alpha-Centuri
Bonuses: +50% Apollo Program production; +25% Spaceship Production in all cities; -50% Spaceship Delay.
Enabled: Rocketry

This is a late-game Grand Design and helps with the production of the Apollo Program and Spaceship Parts, much like getting a minor version of the Space Elevator or free Laboratories. More importantly, if I can get this to work, the -50% Spaceship Delay will help reduce the time between the launch of the Spaceship and the win, thus decreasing the window when a better ship can beat you, but also enabling rivals to steal the Space Race at the last minute, for added tension if they have this Grand Design and you don't.

Diplomatic
Requirements: Voted World Leader
Bonuses: +100% production of United Nations; +5 Attitude with all AI rivals
Enabled: Multimedia

Another late-game Grand Design, to compete with the Space Race, this doubles the production of the United Nations. It also gives a (rather arbitary) bonus to the attitude of all AI rivals, making them more likely to vote for you. The arbitrary bonus is big enough to be noticeable, but should not outweigh the penalties for things like declaring multiple wars, raising holy cities, and using nukes.

Religious
Requirements: Voted Religious Leader
Bonuses: +100% production of Apostolic Palace; +25% religious votes
Enabled: Theology

I have treated this as a seperate Grand Design, although the win is just an earlier version of the Diplomatic Victory. In order to differentiate the two, rather than an AI bonus, you actually get +25% more votes than normal, and thus it is easier to vote yourself a win. Ironically, spreading your faith makes it harder to win a Religious victory, as you are more or less choosing who can vote, and thus making the result less certain as you have more people to please, and more possible votes for your opponent. By increasing the relative size of your votes arbitrarily, you have more power in the votes, and are thus slightly more likely to be able to vote a win. Sounds suitably religious to me, now if only there was a way to remove your faith from your rival's cities...
 
I currently use an Organic Trait gaining concept for Civilizations in my Fall From heaven Modmod.

http://forums.civfanatics.com/showthread.php?t=305767

Rands are used based on Actions. Only some Leaders have this mechanic. They are considered minor leaders. They receive culture negatives and only 1 trait. They have a chance to gain 2 more traits for this negative. Some leaders have a trait called Adaptive that allows them to select which trait they want out of a list every so many turns. 1 leader has an Insane trait which randomly picks their traits based on a random time frame.

Here's a list of what I currently use
Spoiler :

Aggressive
Bronze Working - 3%
Iron Working - 5%
Kill Another Civ - 100%

Arcane
Knowledge of the Ether - 3% - if gained, 5% chance to also gain Summoner
Sorcery - 50% - if gained 5% chance to also gain Summoner
Build Arcane Libralus - 100%

Creative
Festivals - 3%
Drama - 20%

Expansive
Sanitation - 10% - if gained, 5% chance to also gain Ingenuity
Medicine - 20%
Upon Reaching 8 Cities - 20%

Financial
Trade - 10%
Currency - 20% - if gained, 5% chance to also gain Organized
Mathematics - 50% - if gained, 5% chance to also gain Philosophical

Industrious
Construction - 3% - if gained, 5% chance to also gain Expansive
Smelting - 10% - if gained, 5% chance to also gain Aggressive
Engineering - 20% - if gained 5% chance to also gain Expansive

Ingenuity
Start a Golden Age - 50%

Magic Defense
Build 2nd Altar of Luonnotar - 100%

Organized
Code of Laws - 3% - if gained, 5% to also gain Financial
Military Strategy - 20% - if gained, 5% to also gain Aggressive
Build Forbidden Palace - 100%

Philosophical
Writing - 3% - if gained 5% to also gain Creative
Philosophical - 50% - if gained, 5% to also gain Creative
Each Great Person Born - 10%

Raiders
Pillage Improvement - 5%
Raze City - 10%

Spiritual
Priesthood - 3%
Religious Law - 10%
Fanatacism - 20%
Found a Religion - 50%
 
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