Hi again guys!
Been a bit busy with a real life and modding, so sorry for another period of silence.
But I kept reading, I assure you
This idea reminds me of an old game called Warrior Kings
"... in a world called Orbis."
What were the odds or is this more evidence that there are only so many ideas out there?
Got me
I have spent a lot of time playing Warrior Kings. It is a really great game – I particularly liked the mixed paths i.e. imperial renaissance and pagan renaissance. In fact it is one of the sources of inspiration for Orbis 2. Regarding the world name – it means something circular, or simply world. I have chosen it, as it is Latin and suggest that the world is circular (or round). Both things are important factors differing Orbis from FfH – Orbis is more based on real world history (hence Latin name) and the world is round (spherical).
But at this point I wonder if this role is not already covered by religions (religions affect the gameplay and the ideological orientation of civilizations)
Is it therefore contemplated the idea of a multiple path?
This is part of the concept of fewer civilizations, but much more flexible.
Two is a lovely number but the steampunk/arcane branches already provide a ready source of duality in the planned Orbis 2. Multiple Civilization overload isn't needed where the tech path options for a Civilization can give them completely different feels depending on how they are played. What would the Mechanos look like if they embraced the Arcane path? What shape would a Steampunk Amurite civilization take?
I want there to be 3 sources of differences between players:
Civilization – some special abilities and unique units, like Serenissima superior fleet (and carnival?), Oikumene (byzantine kuriotates) sprawling trait, Ērānshahr (Persian “Sidar”
or Imperium Eternum (roman scions “the gift”
Religion – adds some unique buildings, units and special abilities i.e. Oak Brotherhood religion allows Sacred Grove “building” Einheinjahr heavy infantry and Rusalka special unit, also turns forest to ancient forest.
Tech development – the last common point of magic and technological paths is alchemy tech mid-game. After that point you can completely ignore the other path. But even before, the techs you choose can be different. I want to the game techs to reflect real world ones, but also give a choice form several interwoven paths, so you won’t have to research all of them to develop advanced ones.
So, Imperium Eternum has gift special ability, which is a kind of citizenship – you have to be “gifted” (so in fact undead) to be considered privileged citizen. It applies to the army, so the core – heavy infantry, plus Equites cavalry have gift. Settling new areas is the same as for other civs – there are alive citizens too, and new cities are built by them, the elite moves there later.
Now, they can choose different religions – and some fit better, some worse. But I want to make a viable choice of at least 3 religions for every civ.
Last, they can develop magic side (thus improving the gift), or go tech route and get bonuses from tech and from the gift. I think this should allow player to do a lot – and does not force to choose just one path.
Concerning the civs, I think they are more flavor than core element. Maybe it could even be easier to start the mod with a very limited number of civs (about 6, I'm thinking), polish the gameplay a bit, and then add more civs. Because I'm really curious about the "customize your civ throughout the game" philosophy I hear in your words, Ahwaric, and I fear that by giving too much emphasis on a "cool civ idea up front" we can get stuck with very FFH-style civilizations. That is, civs which have large portions of game mechanics devised especially for them and split in nice packages that can't be used by anyone else.
I feel that FFH was very much a game where player was told: "Go forth and shape the world to your civilization's ideals". I would be refreshing if in Orbis 2 we could say instead: "Shape a civilization to your liking as it progresses through the ages".
That is exactly my concern and I really want to go the “customize” route.
I will start with some civs and some religion/tech mechanics, and the increase the number of both, but it will be more than six civs at the start. I want to start with flavored, but not entirely unique civs and develop the system further based on the feedback and my own experience. So the civ will start with unique ability and some unique buildings and units - so the differences will be much bigger than base in Civ IV or V, but still small enough to allow introducing a bigger number of civs. Such things are easy. But the core game mechanics will not be completely different, like it is for Sheaim, Luirchup or Scions. I think I will avoid such civs even later – partially for the sake of AI, and partially to allow freedom to the player.
It is Pie's Ancient Europe mod with greatly developed ancient civs, unique mechanics (religions, cults, catastrophes, slave mechanic, city revolution, stack/army rebellions, improvement costs, new resources, and tons more) and a unique gameplay. It might give you some nice idea, or, at least, some nice art to use
Tschuggi
It will give me both
I tried the mod, and while there are some things I do not like, there is a lot of great ideas. I will use the slave system – including the revolts. Current system in FfH/Orbis needs to be changed, and after some modifications Pie’s approach might be great. I am also thinking of adding blackening of the already explored areas and making settlers and scouts available at later techs – or at least requiring any tech. It would allow for extending the untamed wilderness to last longer – I think it should not be allowed to settle new cities before Bronze Age. What do you think?
In general, if any of you guys think there is a nice mechanics that could be added to Orbis, let me know. It does not have to be ancient mod. I plan to add transcendence victory from Alpha Centauri (and Planetfall) – it will wait at the end of the magic path.
hero units, lairs and forts are a big plus, another big plus is a big mean dragon...
Lairs and forts are core addition of Orbis, so will stay. I want to add some areas that will be untamed for a long time – to give you something to test your units before you decide if you want to go to war. So the big mean dragon has a place, too
Regarding heroes, I wanted to remove them – but decided it is fun. I think one hero per civ, representing the flavor of the civ should be fine. I want to make the heroes immortal – so that you actually use them instead of camping in the capital, plus it will allow AI to use them more. Plus, for flavor reasons (the immortal hero, archetypical for the civ). Also, the immortal unit will be removed (or rather, every unit will be able to take this promotion in the late game), so they will be unique.
I am not sure if I should keep religious heroes though.
I plan to post tech tree screenshots and some info on religions (hope for help in shaping them).
And by the way, Merry Christmas (Hanukkah/after-Saturnalia/Yule, choose to your liking) Everyone