Progenitor Civs; My Own Answer to Genericization

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As for your help, what would you want to help with? What are your skills?

Well unfortunately I am not very skilled in any area but I love this mod and have wanted to get into modding but always got frustrated with lack of knowledge. I felt like this mod was incentive enough for me too want to learn especially if I could get a little help here and there from you guys!

Program most familiar with: AutoCAD (not useful at all I know)

I have dabbled in gimp, blender, and 3ds Viz/Max

I have done a little xml here and there. With most of it in modding files in Medieval: Total War.

Currently I'm working (stumbling) my way through converting a standard size earth map with C2C terrain and resources.

I'm not exactly sure what I would be best at yet but I love the idea you have with the progenitor civs and maybe there is something easy I could help with to start off?
 
Well keep with the map for now. I will let you know if I have any tasks for you. I am sure the other team members could set you on a task if you really wanted one (most likely unrelated to progenitors).

EDIT: In fact what would really help us is converting over as many maps as you can. We use to have a ton of maps for C2C but cannot use them anymore due to the new terrain and resources. It would be of great help if you could work on those. PM SO for which maps were used before since I cannot recall them off the top of my head.
 
Well you guys have now the basic guts of my idea. The idea creating different type of combat categories. The camp roaming around with people collecting different stones to match the type of categories. Obsidian I would see as generally a light stone for example. Each stone would effect these on top of it. I was thinking early specialist in making tools units, religious/political units, and then artist. The specialist would grow in the amount of types from the basic ones.

You would not have cities till way later. So anyway domestication of animals would occur with the camp. Meaning animals would not be a resource attached to the map. Plants would need to be gathered then later turned into a domesticated crop. The plants would not be attached to the map either at least not after original gathering of some. The materials/tools determine the era till at least antiquity. Metals are lighter stronger weapons replacing the stone tools.

Religion foundings would be adjusted to real timeline. Alternate tech trees for the cultures would need to match the perspective of the cultural group. Genes do not equal culture. Human tribes were not homicidal maniacs that wiped every group they conquered off the map. The genes were passed down from both sides. Every era you would have a tech that triggers another tech tree that gives a cultural identity.

I am wanting to rewrite the map placement. Ranged weaponry would need to be adjusted to match prehistoric maps. Gigantic animals would roam the area and you would have quest for spirituality or clout. Big name hero like animals. I mean the whole point is the awe of living in a large megafauna environment with ice. As the ice melts some land disappears.

So none of this is small: big map changes, tech tree totally rewired, civilizations getting a reality check, religions closer to reality, and the details of units and techs greatly increased. I do not think C2C is bad. I am just looking for something to make it worthwhile to do with the civilization game platform. I do not think I should bother with my idea. No one cares they are happy with how it is. I dislike the game design.

I do not want to pester anyone about it. If I have time I may fool with modding. I do not have the time now. I do not know when I will. I am not motivated to bother to find time. So perhaps if I get some free money and retire early maybe I could design something. Until then I am going to worry more about finishing my degrees. Hell by that time maybe I can actually use Remote Sensing imagery in a game instead of these over simple maps. I would like to see all of the different channels on a map that is for sure. Have fun. If you really want to go with my insane idea email me.

As I have said elsewhere, I am taking a break from C2C soon. One of the things I was going to look into "fixing" was the problems I have with the C2C tech tree. Yours is closer to what I am thinking about but it is not quite the same.
 
Sorry for delay, changed provider for internet.

So we start with 4 civs (kind of like my 4 civ plan for the GEM of China-Egypt-India-Sumeria, though that was based on earliest developers, not racial categories) representative of different racial groupings. Where do these civs start? We have the Australoids in the Indonesian archipelago or northern Australia, but where do the Caucasians start? In the PIE homeland, around the Georgian/Russian border? Do the Mongoloids start in China, Mongolia, Siberia? Where in the vast continent of Africa do the Negroids start? These are relevant questinos from both a gameplay and realism perspective, and I'd be quite interested to hear your opinions on them.

This is sort of off topic, but I always thought it was kinda weird that the initial Band unit is a "Band of homo sapiens sapiens". Not knowing Latin, I've no idea if the latter designation is redundant, but wouldn't every single non-animal unit bar Neanderthals be human? Or was it to avoid people thinking of a "Band of thieves" or a "Rock band" or similar unit? Also kind of curious why it was placed seperately from the Tribe, given they use very similar art (been meaning to ask if they can get artstyle specificity).

Well there are many ways to go, one would be to have each of those 4 groups,representing the comming out of Africa, of a pop group, now we could just asign them a start place based on geography, which you have already considerd, but something cooler might be easily achieved for the Human player. Band of Sapiens could carry other units, (so could tribes later with flocks/herds to represent planned migrations that change envoirnment rather be limited by the resources in game map location) and it could have a massive movement value, each wave of pop comming out of Africa bein granted a larger movement to simulate its longer travails in real history to new location before claiming a territory. Once settled, they then throw out sub cultures, from further bands with less movement. Many of the later cultures are actually a name change for a pror culture, Paris is named because the Parsi Belgic tribe lived in that region, Belgic culture also gave us Belgium, so we would have a cuacasoid culture that has Belgic, that then has French/Belgium. The Dutch could then become a civ because a cacasiod civ has that culture, but each culture also wants to be independent, so in history we get Spain lossing control of it while we are not locked into which caucasian civ with it as a culture could have it only to lose it.

I mentioned in another thread the idea of static units from plants etc, so that gathering of this could occur (since hunting is already modeled in game), this would allow an initial Band to aquire by ganthering 1 or 2 cerials/fruits to take with it to where it eventualy settles. This would help represent the players civ being superior at shapeing its envoinment than other civs.

We thus have Homo Sapiens comming out of africa and supplanting Homo Erectus/Neanderthals, the palyer picking which wave he wants to play, poss using Rhyes code to allow a number of turns of devolpment for each prior wave)) since AI would spawn those bands in pre set geogrphical refions) this follows one argument of human expansion, or we can follow the multi regional argument, which is what you already have.


The latin is *wise/inteligent man( and would cover all modern human (anotomacly speaking that is).



Leaving aside geographical questions for a moment, a civ that has access to only one culture is going to be a lot weaker than a civ that has access to dozens, with their own unique buildings and units. Getting only Boomerang Throwers kinda sucks compared to being able to get everything from Conquistadors to Redcoats, or Cho-Ko-Nu's to Samurai.

Because thats how the game mechnics are set up at present without regard to your proposed dynamic, there is no reason why each of the 4 initial ultures, to have less cultures associated with them, and thus acess to all the unique atributes of each. otoh, a single culture has less internal stress factors so would be more stable than a multicultural, so its those stress that would increase stability ina mono culture while decrease stability in multucultural. At present ist all goiod to have many cultures, its simply that no one has got around to codeing the negative aspects of them.

I have no idea what map you're referring to in these last two lines. Could you send me a link? I'm using GEM to show historical links and gameplay effects; this system can work just as well on a random map with the right resources.

Links from the map section for old world maps, i dont recal how the multi map willwork, but thought doing old world would be a good place to start, and be easier as not all can do GEM in its entireity ( its prob ok to cut the plots off from a full GEM for whats not required toget it to work froma copy past) http://forums.civfanatics.com/showthread.php?t=438498
http://forums.civfanatics.com/showthread.php?t=195780
http://forums.civfanatics.com/showthread.php?t=337575
Random maps would be a problem, as you could only use the multi region argument for initial placing of Bands.
 
Moderator Action: 18 OT posts deleted.
Please remember: This here is a modding subforum, so therefore posts should also be about modding, even if the topic drifts into other areas.
And please also remember to stay civil. We want to have a friendly atmosphere here at CFC, and the deleted parts were not exactly friendly.
 
Moderator Action:
Please remember: This here is a modding subforum, so therefore posts should also be about modding, even if the topic drifts into other areas.
And please also remember to stay civil. We want to have a friendly atmosphere here at CFC, and the deleted parts were not exactly friendly.

Moderator Action: Since this is obviousloy not clearly enough written for everyone (and 4 posts had to be deleted....again): Thread closed.
The OP might request reopening tomorrow.
 
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