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Nomadic civ

Discussion in 'Rise from Erebus Modmod' started by The Glorious, Aug 11, 2009.

  1. The Glorious

    The Glorious Chieftain

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    Here is my idea for a nomadic civ

    Civ name: ? if anybody has any ideas for a name I'll be happy to hear them

    Leader(s): ? same as above

    They would essentially be a very conquest oriented civ. They wouldn't have any cities or cultural territory, so conquest would be their only possible victory. They would also need a high slave rate as thats the main way they would get new units, by upgrading slaves. They would also need slaves for things like research, and gold.
     
  2. readercolin

    readercolin Chieftain

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    have you played the dovollio? If you haven't, you may want to check them out.

    -Colin
     
  3. The Glorious

    The Glorious Chieftain

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    I have and even the doviellio have cities.
     
  4. readercolin

    readercolin Chieftain

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    Ahh - so what you want is a civ without cities. This idea has been brought up a number of times. However, the reason why no one has yet managed to make it is:
    1. People wanted to be able to have other victory options than conquest (conquest would be primary, but other options would be nice, even if just for the AI).
    2. There has as of yet been no way to manage to make one that the AI would understand how to compete against. After all, if they don't have cities, how would one combat them?
    3. there has been no way to create a non-city method which a civilization could survive as.

    If you look through the modmod subforum, you can probably find some of the previous attempts. I remember that there was one that was brought up in the last month or two.

    The best bet, considering that no one has yet managed to make one, is to try to mod it yourself. Learning modding isn't difficult, and there are a great many people on these forums who are willing to answer any questions you may have. If you manage to make up a non-city using system, others will be more than happy to provide other details to fill in everything else, so the best place to start on your idea would be to try to figure out how to make it work with no cities.

    -Colin
     
  5. The Glorious

    The Glorious Chieftain

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    First off the actual principle behind how they operate would be very simple. They take slaves in combat and then use them for three main purposes.

    1) research - they have a build option that lets them generate a certain amount of research each turn as long as they stay in the same spot

    2) gold - they can get gold two ways use slaves to mine it in a way similar to how they research or they get it from pillaging

    3) units - they can upgrade slaves into new units

    As for another victory option they could have one where they win if they capture X number of slaves

    AI: it is probably possible but I would have no idea how to go about it
     
  6. The Glorious

    The Glorious Chieftain

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    Is it possible to make a civ get all technologies researched by X number of civs without a wonder?
     
  7. Valkrionn

    Valkrionn The Hamster King

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    Should be using python, yes. I would think a perturn function, checking for the civ, like with the Scions, Grigori, Doviello, and a few others... Have the function check the technology list vs your own techs, then any techs you don't have, check vs other teams techs. If more than X civs own them, grant the tech.

    Not being real specific about code here, sorry. :lol:
     
  8. Vermicious Knid

    Vermicious Knid Chieftain

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    It would be much easier code-wise to create a civ with only one city. A place where the various tribes meet once a year, for example.

    1. Research...have the Palace grant you any tech three other civs have. Perhaps start the civ with horseback riding and exploration to compensate for always being behind once the game starts rolling.

    2. Unit upgrades...Done through spells, like the Doviello

    3. Slave-taking...could be done through a trait. Should probably also have the trait add a promo that makes all of your units auto-raze. Same promo could convey something like the bounty hunter effect...allow you to run an economy on constant war.

    This actually would be a pretty decent way to make the Hippus interesting...
     
  9. The Glorious

    The Glorious Chieftain

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    That would actually work pretty well. If we can think of a way to allow you to move your city every once in a while.

    Any idea as to how this could be accomplished?
     
  10. Vermicious Knid

    Vermicious Knid Chieftain

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    Well...If we allow settlements we could use python to reduce your current capitol to a settlement and then upgrade some other settlement to the capitol.


    Wouldn't quite accomplish your goal of a city-less civ, but you'd have only one useful city at any given time. That would also allow you to work resources.
     
  11. The Glorious

    The Glorious Chieftain

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    I actually like this idea pretty well. It could be described something like this:

    They have small villages where the resources are all ways good, but their main settlement must always be following the herds to support the much larger population.

    I will probably need some help with the python, but I can take care of the XML myself.

    Any ideas for their name?
     
  12. The Glorious

    The Glorious Chieftain

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    I've found one problem with having the palace grant you techs.

    In XML the tech granting is in projects, not buildings. I suppose you could have them automaticly get both a palace and a project, but then you would have to have the project move with the palace.
     
  13. zup

    zup Chieftain

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    I thought projects are not tied to a specific city, namely the one that built them. I've never had a city which I built a project in get razed or conquered, so I don't know if that makes you lose the benefit.

    In any case, The Eyes And Ears Network wonder gives the 'phree tech' advantage in FFH.
     
  14. TC01

    TC01 Chieftain

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    People probably already know and have tried to use this, but I suggest you check out the Genghis Khan scenario in Warlords if you want to make a nomadic civ.

    How it's code works I have no idea, I've never looked at it. But I know that the one time I won I won by never keeping a city I conquered. Units spawn at your Camps depending on what terrain or feature they are on.

    Also, you are allowed to keep a city, but razing it increases your score by quite a lot.

    If you used concepts like these, you could, say, by using camps keep an army coming to go for a Conquest victory, or you could conquer cities, become "civilized" and go for one of the other victories.

    A bit like the Barbarians scenario in Warlords as well, save you don't get to keep cities in that one.


    This is easy enough to do in python, when your palace is built you can have it grant you specific techs.
     

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