Nooble, Rhye and I reserved posts for actual information about the project, would you kindly edit your post so as not to confuse people?Nooble said:Reserved
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The biggest thing: python code for dynamic rise & fall of civs. In fact, you won't see 18 civs in the same time here. Never. Basically, Egypt, India, China, and if controlling a different civ, the human player's one, will start in 4000BC. The rest will be born later, in appropriate turns and with appropriate techs and starting units. There's also an algorithm for collapsing some civs in barbarian cities, in semi-random periods.
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AndyTerry said:Add "Зарезервировано"
AndyTerry said:But it's wrong forum.
Just a little brainfart here - maybe instead of nomadic civs moving whole cities or tearing them down for a measly settler, they should get a whole new thing - a Nomad unit, which is both a limited worker (build forts, farms, cottages) and a settler-type unit that creates a limited city called Camp. It would basically be a city, but the name would be "Camp X" (Camp Jerusalem as opposed to Jerusalem, etc), growth would be slower (all camps would receive a few ), and it would be possible to pack up the camp and turn it back into a nomad. Every time a camp gains population past 3 pop a dialog would ask if the player wants to settle it as a city, and once it hits pop 6 or so it would turn into a city irreversibly.Rhye said:nomadic (may move cities)
Could you explain more in-depth how this is gonna work. I really like the idea in theory, but I think it'll take alot of thought and balancing to get it right. I assume that the human player's country won't be eliminated by an event at some point.Rhye said:- The biggest thing: python code for dynamic rise & fall of civs. In fact, you won't see 18 civs in the same time here. Never. Basically, Egypt, India, China, and if controlling a different civ, the human player's one, will start in 4000BC. The rest will be born later, in appropriate turns and with appropriate techs and starting units. There's also an algorithm for collapsing some civs in barbarian cities, in semi-random periods.
This is great, naval movement in Civ really bugs me. One thing that I was thinking about earlier was to somehow have transports lose all of their movement points when they unload a land unit. I think something like that would really help to diminish the completely "hit and run" nature of naval landings as it is.Rhye said:- Naval movements a la RoC, with coast and ocean different values
Sorry if I am missing something obvious, but what would be the advantage of being able to move your cities around? Something like if you're about to be attacked? I definitely like the idea of cities progressing from like cities to colonies and stuff like that. So like if you wanted to found an overseas city it would first be a colony for a while until it reached a certain population or something.Blasphemous said:Just a little brainfart here - maybe instead of nomadic civs moving whole cities or tearing them down for a measly settler, they should get a whole new thing - a Nomad unit, which is both a limited worker (build forts, farms, cottages) and a settler-type unit that creates a limited city called Camp. It would basically be a city, but the name would be "Camp X" (Camp Jerusalem as opposed to Jerusalem, etc), growth would be slower (all camps would receive a few ), and it would be possible to pack up the camp and turn it back into a nomad. Every time a camp gains population past 3 pop a dialog would ask if the player wants to settle it as a city, and once it hits pop 6 or so it would turn into a city irreversibly.
Non-nomadic civs would receive a similar unit that the Nomad upgrades to later in the game, something along the lines of "Colonist", creating a downsized camp-style Colony city which could turn into a full city the same way as a Camp. The difference between Camps and Colonies would be that when Nomads go wandering they keep everything their Camp had (except maybe a lost pop point or two) and they might even get a strength rating based on the magnitude of the Camp, while Colonies that are disbanded would result in a fresh Colonist who can just start a basic Colony anew.
As usual, just a few ideas that popped up, wanted to make sure they're in print before I forget them. We'll be able to get back to them when we start developing the "expanded" version.
Good question.Gunner said:Sorry if I am missing something obvious, but what would be the advantage of being able to move your cities around? Something like if you're about to be attacked? I definitely like the idea of cities progressing from like cities to colonies and stuff like that. So like if you wanted to found an overseas city it would first be a colony for a while until it reached a certain population or something.