raystuttgart
Civ4Col Modder
Hi guys,
maybe it is a good time now to give an overview / a vision / context of some of our major concepts so far.
(For details to single concepts, please follow the links in our overview.)
Let me first state the obvious.
Most of us dream of more realistic, more complex and more interesting new game mechanism.
We have talked about several of these so far and I will try to summarize.
Economy
A lot more Yields, Buildings, Improvements and Professions also creating complex productionlines.
(Using Multiple Yields Consumed / Produced and Multiple Professions per Buildings.)
"Domestic Markets" with sales depending on size of colonies and "social status" of citizens.
(With desire for some goods from Europe.)
"Growing Improvements" for example is one of the many "minor" concepts around that.
The concept Africa, Port Royal and Slavery will give different harbours with different availability and demand of goods
and can be considered a major part of overall "Economy".
Generally to enhance diversity, strategic planning, specialisation and micromanagement.
Religions
Basic idea here is to introduce 2 Religions (Protestants and Catholics).
Each Nation will have one of these as primary Religion.
Colonists / Immigrants will have a Religion, too.
Also there will be a "Second Religious Parent".
Depending on your actions, you will
* Get more or less Immigrants
* Keep your "Second Religious Parent" happy or not
* Gain or loose colonists from / to other European colonies
Health
There are many aspects that positively or negatively influence Health.
(City size, Terrains, Rivers, using Hospitals, Healers, Medicine ...)
Low health could cause higher food consumption, low productivity rates, death of citizens or negative events.
High health could cause lower thresholds for "birth" and high productivity rates.
With big cities, you will need to take care of that aspect.
Native Knowledge and Inventions
In the beginning of the game the efficiency of your colonies and the availabilty of units and buildings is quite limited.
You will need to learn from Natives and also get Inventions ("researching" yourself or trading them) to become efficient and powerful.
This is an incredibly huge topic with almost endless possibilities.
Culture / Influence
"Bells" will not determine growth of area of influence anymore.
Size of cities, some buildings (Theatres, Cathedrals, Markets, Taverns, ...) but also some professions will create a Yield ("Culture").
Culture will increase area of influence.
It could also cause other Colonies to switch sides.
Administration
(It has been mentioned lately.)
Basic idea is to split functionality of Yield Bells even more.
(Area of Influence has already been replaced by "Culture".)
This could be done by having 2 Yields ("Administration" and "Bells").
Basically the same buildings could be used (Multiple Professions per Building).
Of course it would also be possible to have a new SPECIALBUILDING, with its own Buildings.
"Administration" would then mainly determin "Productivity".
Eventually "Administration" could contribute to "Area of Influence".
Problem:
We would strip "Bells" of all functionalities except "Founding Fathers" and "Revolutionary Rate".
Loyalty to the King
Basically this is feature will cause colonies and troops to stay loyal to the King and fight against you, if you are not careful, when declaring Independence.
High Revolutionary Rates and enough troops stationed in the cities can prevent that colonies turn to the King for example.
Satisfaction
Satisfaction would exist on 2 Levels, on City-Level and on Nation-Level.
I am talking about "calculated values" here and not a Yield.
Satisfaction on Nation-Level, would be calculated from Cities.
Satifsaction on City-Level would be influenced by:
It would:
-------------------------------
Summary:
Over time, our mod might become more and more realistic and complex.
There are several "challenges" to be considered:
1. AI will need to be taught all of that.
2. If it gets too complex, players will not like it.
3. City-Slots for new buildings are not unlimited and we are talking about massive amounts of buildings.
4. Generally implementation efforts and risk of bugs.
So let us continue to go step by step with this.
(... but still keep an eye on the global context.)
After Release 1, I think we should focus on Economy first.
After that, I would like to take care of Religions.
When this is all done, we can consider which part we want to do next.
(... and also discuss details of that concept again.)
Eventually we might also leave out some parts completely.
For example "Health" and "Administration" are not that important to me personally.
"Satisfaction" could be left out because of its complexity.
But these are no decision we need to make now.
Currently I think that detailled (technical) discussions about single concepts like "Health" or "Administration" are pretty much useless.
Too many things will change until then.
But we could discuss if we generally like the ideas or not.
maybe it is a good time now to give an overview / a vision / context of some of our major concepts so far.
(For details to single concepts, please follow the links in our overview.)
Let me first state the obvious.
Most of us dream of more realistic, more complex and more interesting new game mechanism.
We have talked about several of these so far and I will try to summarize.
Economy
A lot more Yields, Buildings, Improvements and Professions also creating complex productionlines.
(Using Multiple Yields Consumed / Produced and Multiple Professions per Buildings.)
"Domestic Markets" with sales depending on size of colonies and "social status" of citizens.
(With desire for some goods from Europe.)
"Growing Improvements" for example is one of the many "minor" concepts around that.
The concept Africa, Port Royal and Slavery will give different harbours with different availability and demand of goods
and can be considered a major part of overall "Economy".
Generally to enhance diversity, strategic planning, specialisation and micromanagement.
Religions
Basic idea here is to introduce 2 Religions (Protestants and Catholics).
Each Nation will have one of these as primary Religion.
Colonists / Immigrants will have a Religion, too.
Also there will be a "Second Religious Parent".
Depending on your actions, you will
* Get more or less Immigrants
* Keep your "Second Religious Parent" happy or not
* Gain or loose colonists from / to other European colonies
Health
There are many aspects that positively or negatively influence Health.
(City size, Terrains, Rivers, using Hospitals, Healers, Medicine ...)
Low health could cause higher food consumption, low productivity rates, death of citizens or negative events.
High health could cause lower thresholds for "birth" and high productivity rates.
With big cities, you will need to take care of that aspect.
Native Knowledge and Inventions
In the beginning of the game the efficiency of your colonies and the availabilty of units and buildings is quite limited.
You will need to learn from Natives and also get Inventions ("researching" yourself or trading them) to become efficient and powerful.
This is an incredibly huge topic with almost endless possibilities.
Culture / Influence
"Bells" will not determine growth of area of influence anymore.
Size of cities, some buildings (Theatres, Cathedrals, Markets, Taverns, ...) but also some professions will create a Yield ("Culture").
Culture will increase area of influence.
It could also cause other Colonies to switch sides.
Administration
(It has been mentioned lately.)
Basic idea is to split functionality of Yield Bells even more.
(Area of Influence has already been replaced by "Culture".)
This could be done by having 2 Yields ("Administration" and "Bells").
Basically the same buildings could be used (Multiple Professions per Building).
Of course it would also be possible to have a new SPECIALBUILDING, with its own Buildings.
"Administration" would then mainly determin "Productivity".
Eventually "Administration" could contribute to "Area of Influence".
Problem:
We would strip "Bells" of all functionalities except "Founding Fathers" and "Revolutionary Rate".
Loyalty to the King
Basically this is feature will cause colonies and troops to stay loyal to the King and fight against you, if you are not careful, when declaring Independence.
High Revolutionary Rates and enough troops stationed in the cities can prevent that colonies turn to the King for example.
Satisfaction
Satisfaction would exist on 2 Levels, on City-Level and on Nation-Level.
I am talking about "calculated values" here and not a Yield.
Satisfaction on Nation-Level, would be calculated from Cities.
Satifsaction on City-Level would be influenced by:
- Revolutionary Rate
- Economy (Supply by "Domestic Market")
- Religions ("Satisfying" the Religions of your colonists with buildings and soulkeepers)
- Health
- Culture
- Administration (if implemented)
- Stationed Troops
- Founding Fathers
- Wars
- Taxes
- Slaves, Criminals or Indentured Servants (compared to total population)
- ...
It would:
- Influence defensive / offensive bonusses for military (Cities and Map)
- Influence Immigration from Europe
- Cause special Events or Riots (if too low)
- Eventually influence productivity (if "Administration" would not be implemented)
-------------------------------
Summary:
Over time, our mod might become more and more realistic and complex.
There are several "challenges" to be considered:
1. AI will need to be taught all of that.
2. If it gets too complex, players will not like it.
3. City-Slots for new buildings are not unlimited and we are talking about massive amounts of buildings.
4. Generally implementation efforts and risk of bugs.
So let us continue to go step by step with this.
(... but still keep an eye on the global context.)
After Release 1, I think we should focus on Economy first.
After that, I would like to take care of Religions.
When this is all done, we can consider which part we want to do next.
(... and also discuss details of that concept again.)
Eventually we might also leave out some parts completely.
For example "Health" and "Administration" are not that important to me personally.
"Satisfaction" could be left out because of its complexity.
But these are no decision we need to make now.
Currently I think that detailled (technical) discussions about single concepts like "Health" or "Administration" are pretty much useless.
Too many things will change until then.
But we could discuss if we generally like the ideas or not.