Naokaukodem
Millenary King
- Joined
- Aug 8, 2003
- Messages
- 4,301
Now, Major civs get the influence on turn 1. Just because they are the "Ones" from a few. (normal size : 6 civs)
The reality is far more complex. First off, land was populated homogeneously on the whole Earth, provided it was land adapted to agriculture (or, herding or even hunting or gathering), it is to say not stuff like deserts.
Then, to the image of mateer attracted by mateer in the original "plane" Universe, pools of attraction born.
In the same way we do not understand how mateer came to form lumps, then bodies, planets, stars and black holes, we do know little about what formed exactly into different pools of power in the human world. That let us with mechanics to invent freely.
First off : the map should be populated since the start entirely. (except zones without resources) Second : the player would not become automatically a pool of attraction. Third : this means that the player could play an entire game without being a "major" civilization. (and yet to invent the new victory conditions that belong to this) Fourth : in order to simulate a seemingly choatic aggregation of all things, we may need a multiplicity of levers. Like multiplicating mechanics for the sake of it and without taking attention to exploits in the first time. Yes, this is exactly where I want to go : recreating Civilization I (not the true and final one, rather its process -creating an unseen, experimental and addictive game- and finality -simulating civilizations throughout history), but in modern times.
This is a choral topic. The good news is that nearly every idea is a good idea, and would rather become a part of this project (virtual project, i'm not a modder). As long as your idea is oriented towards how to determine the major civilizations concept, or its lack of concept, you are good. Of course if you judge that this simple sentence do not encompass the OP, you can give it a try. Everyone is judge.
Let's start with the notion of cities, population, buildings, migration and workers :
1) Buildings are built in a tile, where your 'citizens' are. You can build many buildings in one tile. Fun fact, you can move your citizens up to five of them [Antiquity] in order to build buildings in other tiles, with benefits or loss of benefits. (for example, if you build 'houses' in a tile, they would become useless if you move all your population elsewhere)
2) You can split off any part of your 'citizens' in any kind of number up to five. You can work the land, build buildings/districts/wonders in any tile. You can merge them up on the go as well.
3) Groups of 1 'citizen' are auto-sufficient. (food) But they doesn't grow. In order to grow, you need agriculture and crops. Larger groups need agriculture and crops, otherwise the land starts to deplete around them. Maybe re-introduce (or merely introduce in fact) big prehistorical animals like mammoths. (that may purposely made to be depleted)
4) Food is global. New citizens are born in your more populated pool of 'citizens', unless it has reached its max size. In the same time, it's local. It is to say, crops worked have a range of three tiles in Antiquity. But you just have to hit the button "farm" in a plain or grassland in order to have crops, there is flexibility in that regard.
5) Not sure how to treat production. It would for sure not be global, as only your 'citizens' on a tile can build things. Let's say you have a group of five 'citizens' in a tile to build Stonehenge. Fistable, they need food, eventhough they can't grow. They need 2 food per 'citizen', it is to say a total of 10. But they are free of any hunt/gather/farming, because they must work hard to Stonehenge only. Who will feed them ? 'Citizens' 3 tiles max away working farms, breedings, game or savage plants.
Let's say then that a pool of 'citizens' could send "trade routes" up to three tile distant (Antiquity) in order to simulate other Civs cities. They would stand at the place you want to build a wonder/district/building/unit, and could use resources up to 3 tiles distant. So, let's say your specialists and capital are in a place, and you want to build Stonehenge : the reachable resources would be from the spot you build it, not the city if you have one.
What do you think ?
The reality is far more complex. First off, land was populated homogeneously on the whole Earth, provided it was land adapted to agriculture (or, herding or even hunting or gathering), it is to say not stuff like deserts.
Then, to the image of mateer attracted by mateer in the original "plane" Universe, pools of attraction born.
In the same way we do not understand how mateer came to form lumps, then bodies, planets, stars and black holes, we do know little about what formed exactly into different pools of power in the human world. That let us with mechanics to invent freely.
First off : the map should be populated since the start entirely. (except zones without resources) Second : the player would not become automatically a pool of attraction. Third : this means that the player could play an entire game without being a "major" civilization. (and yet to invent the new victory conditions that belong to this) Fourth : in order to simulate a seemingly choatic aggregation of all things, we may need a multiplicity of levers. Like multiplicating mechanics for the sake of it and without taking attention to exploits in the first time. Yes, this is exactly where I want to go : recreating Civilization I (not the true and final one, rather its process -creating an unseen, experimental and addictive game- and finality -simulating civilizations throughout history), but in modern times.
This is a choral topic. The good news is that nearly every idea is a good idea, and would rather become a part of this project (virtual project, i'm not a modder). As long as your idea is oriented towards how to determine the major civilizations concept, or its lack of concept, you are good. Of course if you judge that this simple sentence do not encompass the OP, you can give it a try. Everyone is judge.
Let's start with the notion of cities, population, buildings, migration and workers :
1) Buildings are built in a tile, where your 'citizens' are. You can build many buildings in one tile. Fun fact, you can move your citizens up to five of them [Antiquity] in order to build buildings in other tiles, with benefits or loss of benefits. (for example, if you build 'houses' in a tile, they would become useless if you move all your population elsewhere)
2) You can split off any part of your 'citizens' in any kind of number up to five. You can work the land, build buildings/districts/wonders in any tile. You can merge them up on the go as well.
3) Groups of 1 'citizen' are auto-sufficient. (food) But they doesn't grow. In order to grow, you need agriculture and crops. Larger groups need agriculture and crops, otherwise the land starts to deplete around them. Maybe re-introduce (or merely introduce in fact) big prehistorical animals like mammoths. (that may purposely made to be depleted)
4) Food is global. New citizens are born in your more populated pool of 'citizens', unless it has reached its max size. In the same time, it's local. It is to say, crops worked have a range of three tiles in Antiquity. But you just have to hit the button "farm" in a plain or grassland in order to have crops, there is flexibility in that regard.
5) Not sure how to treat production. It would for sure not be global, as only your 'citizens' on a tile can build things. Let's say you have a group of five 'citizens' in a tile to build Stonehenge. Fistable, they need food, eventhough they can't grow. They need 2 food per 'citizen', it is to say a total of 10. But they are free of any hunt/gather/farming, because they must work hard to Stonehenge only. Who will feed them ? 'Citizens' 3 tiles max away working farms, breedings, game or savage plants.
Let's say then that a pool of 'citizens' could send "trade routes" up to three tile distant (Antiquity) in order to simulate other Civs cities. They would stand at the place you want to build a wonder/district/building/unit, and could use resources up to 3 tiles distant. So, let's say your specialists and capital are in a place, and you want to build Stonehenge : the reachable resources would be from the spot you build it, not the city if you have one.
What do you think ?