raystuttgart
Civ4Col Modder
To avoid any more misunderstandings:
This concept does not touch existing Founding Father System. I just reused some of its design patterns for this new concept.
It is a completely new and technically independent System of its own. (Separate XML config, separate DLL logic, separte visualization, separate, ...)
Foreword:
I have tried to combine the best out of "Civ4 BTS Techs" and "Civ4Col Founding Fathers" into one new feature design.
My goals were:
To simplify:
The main aspect this concept does is to replace 1 "single boring Yield" (Research) by more or less using all Yields and Game Mechanics ...
(Or to be more precise those that are not already used by Founding Fathers System.)
To keep it understandable and manageable in configuration I do so by using 12 "Social Progress Point Categories".
These 12 "Social Progress Point Categories" will basically form 12 in parallel researched Tech Trees.
Conditions / Dependencies / Prerequisites for single Social Progresses between the Tech Trees are possible though.
What makes this concept different?
Well, it has taken good design patterns from "Founding Fathers" and "Techs as in Civ4BTS".
There are still major differences to "Founding Fathers" or "Techs as in Civ4BTS"?
1. Social Progress is not exclusive. Any Nation can acquire a specifc Social Progress, no matter if other Nations already has it.
Actually I want to even add, that the more Nations already acquired, the easier it is to get for others.
2. A Social Progress can not be skipped. (I still need to figure out if the Tech Trees will be "linar" or "conditionally branched" or "blind randomize".)
But you can also not actively chose which one you "research", because your gameplay actions determine your path through your "Social Progress".
3. Social Progress should not just duplicate effects of "Founding Fathers" (e.g. free Units and Yield Production Bonusses)
Instead it should unlock !!! (Units, Promotions, Building Upgrades, Unit Actions, Game Features, ...)
4. Social Progress will use completely different Yields and Game Mechanics to generate Social Progress.
(Nothing used in Founding Fathers is used here again. No overlap.)
5. Since we will have 12 Social Progress Categories, we will basically have 12 in parallel researched Tech Trees !!!
(We can still decide if they should be linear or not. Some randomness in there is possible though and might be fun. Even blind might be intersting.)
---
Summary:
It will neither feel like a clone "Founding Fathers" nor feel like clone "Civ4 BTS Techs".
It will have similarities easy to understand by players but it will also feel new and unique.
It is going to be a wild combination using the best of both systems and still fitting to Civ4Col setting.
Is anything considering effect capabilities from old "WTP Tech concept" removed?
No this part of the concept is just the "generation of points, unlocking and structure".
Planned effect capabilities of Techs (using CivEffects) will be be a (sub-)concept of its own.
So these will get discussed, once this part is accepted:
It is not decided yet.
These are the most realistic options.
Linear:
(Basically like currently in Founding Fathers.)
Lowest effort, no risk but also boring.
(Also feeling too much like a "Founding Father Clone".)
Branched Conditional Tree:
(Basically like currently in Civ4BTS.)
Well since we know how it works in Civ4BTS it is still reasonable effort.
For Civ4Col it is also something new because not yet existing ingame.
However:
This only really makes sense, if you select directly.
But in this case your "player actions" determine what you get, not just what you select.
(Basically "blind drawing" from partially randomized Deck.)
It would work perfectly with this, because game logic can match automatically what the player gets as Techs according to the players ingame actions.
(And to do so, we can configure all conditional rules- e.g. Dependencies / Prerequisites / Point Costs / ... -we want in XML.)
And it will:

(Being "blind draw" and most of it happening in DLL logic removes a lot of UI necessities ingame for selection and visualization.)
Categories of Founding Fathers (for Comparison):
(Again the system will work differently. Only structure and unlocking has similarities.)
(used in Founding Father System)
(To understand structure and unlocking. Effects I will suggest, once this part is accepted.)
(used in technically different Social Progress System - different XML, different Screen, different ...)
Social Progress needs to be used to trigger Era Changes !
And Era Changes might can also trigger changes in UnitArtStyles, Music, CityArtStyles, CitySounds, Background Screens (if we want) ...
This actually needs several small changes in Era Sytem as well ... thus again effort ...
(Those can however only be done, after the basic Social Progress System is implemented.)
General Comment:
This is not that important for gameplay / balancing, but it has a lot of impact for atmosphere / immersion.
To simplify it:
Era Changes will not be triggered anymore by simple "turn checks".
Era Changes will be triggered specific "Era Triggering Social Progresses" becoming available ingame.
Reminder:
Need another XML tag in SocialProgress.xml to flag as "EraChangers".
--------------
Summary:
I have tried to find a concept to combine WTP like game design (unlocking and structure) and still use powerful Civ4BTS Techs funtional capabilities (effects) with it.
This is the part:
WTP like game design (unlocking and structure)
If this get accepted we can talk about the
Civ4BTS Techs funtional capabilities (effects)
--------------
Looking forward to feedback.
Somehow tried to do the impossible and make everybody happy ...
I hope you like it, because I personally feel it is one of the best game designs I ever created.
This concept does not touch existing Founding Father System. I just reused some of its design patterns for this new concept.
It is a completely new and technically independent System of its own. (Separate XML config, separate DLL logic, separte visualization, separate, ...)
Foreword:
I have tried to combine the best out of "Civ4 BTS Techs" and "Civ4Col Founding Fathers" into one new feature design.
My goals were:
- allowing players to meaningfully impact according to their strategy
- preserving immersion and atmosphere of Civ4Col (so no modern "Research")
- preserving the functional capabilities of Techs (using CivEffects if @Nightinggale will implement it)
- giving players a known usability concept that they will easily understand
- deeply tie and blend it smoothly into existing game features of WTP
- create a game design that is also easy to understand for AI
- reduce effort and risk by using known design pattterns
- make it performant by not having to compute itself to death by constantly checking conditions
- ...
To simplify:
The main aspect this concept does is to replace 1 "single boring Yield" (Research) by more or less using all Yields and Game Mechanics ...
(Or to be more precise those that are not already used by Founding Fathers System.)
To keep it understandable and manageable in configuration I do so by using 12 "Social Progress Point Categories".
These 12 "Social Progress Point Categories" will basically form 12 in parallel researched Tech Trees.
Conditions / Dependencies / Prerequisites for single Social Progresses between the Tech Trees are possible though.
What makes this concept different?
Well, it has taken good design patterns from "Founding Fathers" and "Techs as in Civ4BTS".
There are still major differences to "Founding Fathers" or "Techs as in Civ4BTS"?
1. Social Progress is not exclusive. Any Nation can acquire a specifc Social Progress, no matter if other Nations already has it.
Actually I want to even add, that the more Nations already acquired, the easier it is to get for others.
2. A Social Progress can not be skipped. (I still need to figure out if the Tech Trees will be "linar" or "conditionally branched" or "blind randomize".)
But you can also not actively chose which one you "research", because your gameplay actions determine your path through your "Social Progress".
3. Social Progress should not just duplicate effects of "Founding Fathers" (e.g. free Units and Yield Production Bonusses)
Instead it should unlock !!! (Units, Promotions, Building Upgrades, Unit Actions, Game Features, ...)
4. Social Progress will use completely different Yields and Game Mechanics to generate Social Progress.
(Nothing used in Founding Fathers is used here again. No overlap.)
5. Since we will have 12 Social Progress Categories, we will basically have 12 in parallel researched Tech Trees !!!
(We can still decide if they should be linear or not. Some randomness in there is possible though and might be fun. Even blind might be intersting.)
---
Summary:
It will neither feel like a clone "Founding Fathers" nor feel like clone "Civ4 BTS Techs".
It will have similarities easy to understand by players but it will also feel new and unique.
It is going to be a wild combination using the best of both systems and still fitting to Civ4Col setting.
Is anything considering effect capabilities from old "WTP Tech concept" removed?
No this part of the concept is just the "generation of points, unlocking and structure".
Planned effect capabilities of Techs (using CivEffects) will be be a (sub-)concept of its own.
So these will get discussed, once this part is accepted:
- "What Social Progresses we actually have."
- "What Social Progresses actually do."
- "How Social Progresses are displayed".
- "How Social Progresses are unlocked / Social Progress Points generated."
- "How Social Progresses are tied into existing game mechanics."
- "How Social Progresses are structured in Categories / Social Progress Trees."
It is not decided yet.

These are the most realistic options.
- linearly (like Founding Fathers)
- branched conditional Tree (like Civ4BTS Techs)
- randomized conditional Deck (Stellaris Style, not yet done by a Civ game to my knowledge)
Spoiler :
Linear:
(Basically like currently in Founding Fathers.)
Lowest effort, no risk but also boring.

(Also feeling too much like a "Founding Father Clone".)
Branched Conditional Tree:
(Basically like currently in Civ4BTS.)
Well since we know how it works in Civ4BTS it is still reasonable effort.
For Civ4Col it is also something new because not yet existing ingame.
However:
This only really makes sense, if you select directly.
But in this case your "player actions" determine what you get, not just what you select.
- The more Buildings you build, the faster you will get "Building Techs".
- The more Improvements you build, the faster you will get "Imrpovement Techs".
- The more Ships you build, the faster you will get "Ships Techs".
- The more Plot Yields you produce, the faster you will get "Ploty Yield Techs".
- The more Social Yields (e.g. Health) you produce the faster you will get "Social Techs".
- ...
(Basically "blind drawing" from partially randomized Deck.)
It would work perfectly with this, because game logic can match automatically what the player gets as Techs according to the players ingame actions.

(And to do so, we can configure all conditional rules- e.g. Dependencies / Prerequisites / Point Costs / ... -we want in XML.)
And it will:
- surprising / thus high replayability
- ensure that not all Nationgs get exactly the same Techs
- have the player again adjust his game play according to the new situation (due to the new "Tech" he got)

(Being "blind draw" and most of it happening in DLL logic removes a lot of UI necessities ingame for selection and visualization.)
Categories of Founding Fathers (for Comparison):
(Again the system will work differently. Only structure and unlocking has similarities.)
- Founding Fathers haven 5 categories.
- Founding Fathers are unlocked by Yields and Game Mechanics.
(used in Founding Father System)
- Trade (Trade Posts / Europe / Natives / Custom House)
- Religion (Missioning / Crosses / ...)
- Exploration (Exploration / First Contact / Goodies)
- Military (Combat / getting XP basically)
- Politics (just producing Liberty Bells) <--- Main Yield for Founding Father System
(To understand structure and unlocking. Effects I will suggest, once this part is accepted.)
- Social Progress has 12 categories
- Social Prorgresses are unlocked by other Yields and other Game Mechanics.
(used in technically different Social Progress System - different XML, different Screen, different ...)
- Construction (every time you finish a Building / Building Upgrade, producing Hammers)
- Infrastructure (Building Roads / Improvements)
- Agriculture and Nature (every Plot Yield produced like Stone, Lumber, Cotton, Sugar ...)
- Manufacturing (every manufactured Yield produced like Cigars, Cloth, Rum, ...)
- Ships and Navy (Building a Ship, Buying a Ship in Europe, producing Rope or Sailcloth)
- Land Battles and War (Buying Military Units in Europe, producing Guns or Blades or Cannons)
- Education (Trained from Natives, Education from Schools and Learning by Doing)
- Society (producing Cuture, Health and Happiness and LbD Become Free)
- Domestic (Domestic Market Sales and Population Growth)
- Triangle Trade (every trip between continents, every Slave bought in Africa)
- Foreign Relations (basically all kind of Diplomacy with other Europeans, Kings or Pope)
- Progress (just producing "Knowledge" - aka "Research") <--- Main Yield for Social Progress System
Social Progress needs to be used to trigger Era Changes !
And Era Changes might can also trigger changes in UnitArtStyles, Music, CityArtStyles, CitySounds, Background Screens (if we want) ...
This actually needs several small changes in Era Sytem as well ... thus again effort ...
(Those can however only be done, after the basic Social Progress System is implemented.)
General Comment:
This is not that important for gameplay / balancing, but it has a lot of impact for atmosphere / immersion.
To simplify it:
Era Changes will not be triggered anymore by simple "turn checks".
Era Changes will be triggered specific "Era Triggering Social Progresses" becoming available ingame.
Reminder:
Need another XML tag in SocialProgress.xml to flag as "EraChangers".
--------------
Summary:
I have tried to find a concept to combine WTP like game design (unlocking and structure) and still use powerful Civ4BTS Techs funtional capabilities (effects) with it.
This is the part:
WTP like game design (unlocking and structure)
If this get accepted we can talk about the
Civ4BTS Techs funtional capabilities (effects)
--------------
Looking forward to feedback.

Somehow tried to do the impossible and make everybody happy ...
I hope you like it, because I personally feel it is one of the best game designs I ever created.
Last edited: