Skills, crafting, and turning your civ into an RPG character :-)

cromcrom

Cernu
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How could a "crafting" skill be implemented in Civ 6 ? And how to tie it to "skills" ?
"Crafting" units, so they are randomized a little bit at the start ?
"crafting" districts, so they are a little bit randomized, and maybe create an "almost Wonder" kind of district.
The civilisation could have skills, that would improve as they are used, like "exploration skill" would allow to build specific units if a level is reached, or give "exploration" like bonus to units. Maybe a stone building skill, giving better stone based buildings or districts or wonders.

Any ideas about this weird stuff, like turning your civ into and RPG character ?
 
Suggestions:
Turn the tech/civic trees into "skill trees"
Rename the Policy categories (ie Military Slots --> Combat Slot, Economic Slot --> Wisdom Slot)
Make all of the governments into "classes," with two policies each, and have dead-end civics that unlock new policy slots
Rename the yields (Production --> Mana, etc.)
Make the units spells or creatures or something
 
Excellent :-)
What about crafting. I suppose building a unit would be considered crafting, at the expense of production or ressources. I wish we could make randomized untis (randomizing to some extend combat values, or special abilities, or movement points...)
For example, you could have a "design your unit" screen, where you would give all of the above, with a cost and difficultie. And in the end, you would have some kind of success, and have various results...
But I really like your stuff, thanks :-)
 
I don't really get the idea behind this suggestion. Are you saying we need some Civ5 style policy tree, where civs spend culture to strengthen some of their characteristics? Or do you mean something like the Crusader King?
 
This is just some weird idea I had to turn your civ into an rpg character, with attributes, skills, so instead of choosing your civ at start, you could improve it. So may be of having a civ where you will build boats and ports, according to discoveries, you could have a "seafaring" "skill". You would improve it through researching sailing related techs, building ports, maybe chosing seafaring related policies, winning naval battles (overall, "gaining XPs"). There could be
a novice level (building basic boats)
adept level, (building better boats and ports, fishing in the sea and so on)
specialist level (building even better boats, better ports, maybe chosing some special possibilities, like +1 PM for boats, or increased whatever from ports)
master level, (you would be able to buld the best boats, buil sailing related wonders, gains some big bonus in whatever)
legendary seafaring level ( that would allow some extraordinary sailing related feats, like chosing +5 PM to boats, or whatever).

You would have to accomplish a special quest to be able to reach/buy next level...


Really, some lazy weird brainstorming here.
 
I'd like the idea of a game where you have a leader/hero who embodies your civilization's ideals and virtues. Though you'd need quests for them to go on and such.

I'd suggest taking a look at Endless Legend if you like the sound of this kind of stuff. They've got hero units who lead combat units or run cities. You can level them up with experience or give them equipment to make them more effective at questing/mayoring.
 
I'd like the idea of a game where you have a leader/hero who embodies your civilization's ideals and virtues. Though you'd need quests for them to go on and such.
Come to think of it, maybe as an alternative to making the endgame of Civ be world domination, perhaps you could have a X-Com or Pacific Rim type alien invasion where civs need to contribute resources towards defending the earth, all while angling for coming out of the conflict ahead of the game. Applicable to the idea that at the end of the game each nation would have their own Giant Death Robots to fight against alien invaders ala Pacific Rim.
 
How could a "crafting" skill be implemented in Civ 6 ? And how to tie it to "skills" ?
"Crafting" units, so they are randomized a little bit at the start ?
"crafting" districts, so they are a little bit randomized, and maybe create an "almost Wonder" kind of district.
The civilisation could have skills, that would improve as they are used, like "exploration skill" would allow to build specific units if a level is reached, or give "exploration" like bonus to units. Maybe a stone building skill, giving better stone based buildings or districts or wonders.

Any ideas about this weird stuff, like turning your civ into and RPG character ?

How about starting first of all with a "custom civ" screen? Like in Master of Orion?
 
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