Krieger-FS
Warlord
Following Leoreth suggestion, I’d like to start this thread so we can discuss new mechanics for nomadic civilizations/peoples, so we can represent them more properly, historically accurately and uniquely in relation to the more urban/sedentary civs. As stated before, this is an old question debated within the larger Civ community, since the core gameplay of the series is around settling and managing cities to ensure the growth of your empire.
So to start this discussion, I’d like to point some random ideas about the nomads. Few of them were suggested/discussed in the forums before and others are my own ramblings on the issue. I think that a good starting point is to note some desirable and historically accurate aspects from nomadic peoples:
So to start this discussion, I’d like to point some random ideas about the nomads. Few of them were suggested/discussed in the forums before and others are my own ramblings on the issue. I think that a good starting point is to note some desirable and historically accurate aspects from nomadic peoples:
- Cities: Obviously, growing and managing cities should play a lesser part in nomadic gameplay. Ideally, I think that nomadic cities should be few and small sized, though they could have a larger city radius/cultural borders, since they would represent mostly semi-permanent villages/tribes that “control” large and sparsely populated areas. Also, perhaps the nomadic cities could have less options of buildings available.
- Improvements and resources: The nomadic gameplay also must affect how improvements works. We could argue that pasture improvements/resources should be more valuable for nomads while farms, mines and cottages yield less or, even better, could not be built without certain specific circumstances. Also, empty flat tiles can have more value for them because would represent grazing/hunting land. Commerce and trade routes could be a minor part in generating wealth (gold) for them, while pillaging/tributes/sacking should yield more.
- Units: There are many aspects to discuss about their armies, but to sum up, in general cavalry units could be stronger (more experienced) or/and cheaper to produce while having a reduced cost of maintenance.
- Stability: Nomadic empires tend to be quite unstable, often dividing in several new polities after the death of their leader. Considering RFC mechanics, this aspect could be represented with some maluses that make their empires less stable after some time. An idea is that after some time, they receive negative modifiers to their stability. So, let’s say, every 25 turns they lose some stability; initially these hits can be manageable, but as long the game goes, it will be more difficult to maintain the empire united. On the other hand, respawns should be fairly common, representing both the difficulties that settled peoples had in controlling nomadic areas and how new leaders could arise and reunite the tribes for another round of conquest and pillaging.
- Nomadic territorial domains could be represented with the mechanics of native civs from Civ 4 Colonization. For those who do not remember (and to be honest it has been some time since I last played the game), in short the native territory is invisible to other players and their cities are razed upon conquest leaving a captured unit to the conqueror. Please note that I do not know if it is feasible to transfer this mechanic to Civ 4 proper.
- Another idea is to create a new civic category to represent them. So we could have a “nomad” civic (with all the bonuses related and the new mechanics), a “urban/sedentary” one (whose gameplay would be roughly the same that we have now) and perhaps even a “semi-nomad/sedentary”, which would include a middle ground between nomadic and regular gameplay, representing the sedentarization process that some of the civs historically did (i.e., the Turks in Middle East, Mongols [Yuan] and Manchu [Qing] in China, etc). In general, the nomadic civic would be powerful early in the game, but it would become less so after some time (likely around renaissance) giving the mediocre nomadic tech rate and science output, and the increasing productivity/growth of (regular) cities. The transition from nomad to sedentary could have some specific requirements and may be even a possible interesting UHV for some civs.
- Severely reduce food yields to cities (to ensure that they stay small) but allow them to have a larger cultural radius. In this sense, perhaps the culture cost to cover a tile could be less for them than for the regular civs. Workers could be able to build exclusive nomadic improvements while severely limiting the availability of some regular ones (so, let’s say, farms and mines could only be built to improve a resource). A “camp” improvement could be somewhat similar to the fort but generates culture (to ensure territorial expansion) and automatically produces free units every X turns. A “grazing ground” improvement, buildable only on flat empty tiles, could generate food/production yields on completion for the nearest proper city but is expired/destroyed few turns after.
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