Rhye said:If you leave some cities, then in the end you'll have a 18 civs game.
And in that case:
- you'd have a much slower game in modern times
- there wouldn't be much space for the newest civs to expand (and you know, this Earth is smaller than the civ3 one).
- birth of civs wouldn't work that well, 'cause there would be less barbarian cities around to convert into the new owner
After all, civs like Persia, Aztecs and America existed in different times. Though harsh, it's necessary to make some of them collapse into indipendent cities to make more room (Indipendent cities: that's the real meaning: they aren't really becoming barbarians. But there's no other way of representing them. A minor civ like the ones in Greek World mod would take a slot out of the 18).
Anyway, if we found a better solution...
Like Rhye said, the purpose is to completely remove the civ from the game, gradually. Through testing we'll probably make it more and more realistic and gradual, which may mean starting by spawning a lot of barbarian units before anything else. I don't know the details of the current implementation.Surtur said:I really like the idea. Wanted to do something similar on an earth map but failed because lack of time and python skills.
How about not turning all cities to barbarians but spawning barbarian units in the land of the civ?
Blasphemous said:Like Rhye said, the purpose is to completely remove the civ from the game, gradually. Through testing we'll probably make it more and more realistic and gradual, which may mean starting by spawning a lot of barbarian units before anything else. I don't know the details of the current implementation.
Like I said I don't know the details, but if I got it right, at certain semi-random points in the game, a semi-random selection would be made for one civ to decline and fall. By semi-random, I mean it will be random but with a strong inclination or disinclination towards certain selections.Barak said:I assume that this will be random for every game and not a ahrdcoded part of the mod? Meaning that we as players would not know going into the game the the Mongolian empire would start to decline in 1400AD regardless of how powerful they are.
I think this could be a real problem. Its generally very difficult trying to get everyone on the same page tech advancement wise. You remember from RoC how hard it was, right? Some people just don't tend to trade very much or play on a lower difficulty level so they lag behind. If there was some way with python to survey the current players of the game I think it would be much better (albeit much harder to do).Rhye said:It is based on the level of advancement real civs had at that time
Aeon221 said:-Bring back the navy system we made in rocx! SoL, Frig frig, and Transport
-Add in the ability to buy/sell soldiers. I was real bummed when I found out I couldn't be an international arms dealer. (not a real suggestion, but it might convince the ai to not be so trooper greedy)
Aeon221 said:-Do you already have access to the SDK?
Are you waiting for Warlords to come out to do the design work, or will you just rework for warlords?