Steph's next great project announcement

Originally posted by Incubus0223
one question could u make the graphics up to 24 bit 16 million or whatever colors or something....256 colors is very limiting esp when it comes to making unit_32.pcx for all the units, thats like 4 unique colors per unit since theres at least 1000 by now or so
No, units will remain 256 colors (to save space!). But they will not work with a unit32_pcx I think
 
so any idea on allowing 24 bit graphics for gfx such as the units_32.pcx or anything?

{edit} didn't see the reply on the '4th' page just rephrasing what i said srry

sounds good i'm currently making one that will fit much better and more acurate for all the units along with my civilopedia overhaul
 
Don't expect any more before 1 week and a half, I'm leaving for the ocean side tomorrow evening for my holydays, and I will not have access to my computer.
In the meantime, don't let the thread die ;)

About graphics : not sure yet, but it may very well use direclty storyboards made with png format instead of a FLC. PNG should replace PCX almost everywhere.
 
hmm one other idea that i think civ lacks i dunno if mentioned anywhere else yet....but i know not in this thread.......

to specialize a unit so like a land unit capable of specializing against sea or air units, not just land vs. land....also like torpedo planes that could attack and damage a ship but not do much damage to land units......there really is no way to do this where the ai understands the stragety nor make certain units of different class vurnable to certain units, and this is one thing that i would just love and would open a tremendous amount of possibilites for such a few unit additions
 
I have planned to have different attack, defense and bombardment values against the various classes of units (infantry, cavalry, tanks, plane, etc).
So you give a plane an bombard of 10 against ship, and 0 against others, and you will have an anti ship plane.
 
Steph, I as well am writing a game. However I intended it to be a board game, not computer game. It is a mix of mechanics from Civ the computer game, Civ the original board game, and a sort of sequel to Civilization called "Age of Renaissance" [The last game was released by Descartes/Eurogames in your country a few years ago, I believe]. It only covers the period from Charlemagne to Richelieu [800-1648 apres JC] and it is on the strategic level with provinces and areas, not tiles like in Civ, so it may not be entirely what you're looking for, but I was able to come up with some interesting mechanics [including leaders, historical events, and an economic system that is more comprehensive than the one in Civ3, simulating trade of all sorts of items from Stone and Timber to Jewels and Spices]. You might want to adopt some ideas for your game. If you're interested I can post the rough-draft of the rules.

By the way, I can't read the brouillon that you posted because I don't have the right program. Could you upload it as a Notepad or Clarisworks file? Or just post it here and make it really tiny. Like this:

{SIZE=1} {FONT=courier new} then post {/SIZE} {/FONT}
 
Well, the game will be in English only for the first version, but it should use text files to get all the srtings.
So if someone want to translate it, it will be possible to have foreign version to
 
At the beginning of the game, the map is unexplored; all the tiles are black, except the tiles where the starting units are located, and the tiles adjacent to theses units.

Each civilization has a list of know tiles, and a list of temporarily known tiles. The first ones are displayed normally, the latest are displayed with a grey overlay.

When a unit enters a new tile, this tile and the adjacent tiles are added in the list of temporarily known tiles of this unit (except if they were already known of course). Thus black tiles become visible with a grey overlay.

When the unit comes back into friendly territory, there is a percentage of chance that the tiles which are in the list of temporarily know tiles of the unit become permanently known. If the check is failed, the tile reverts to unknown state. The chance is greater if the unit has the “explorer” flag, and increase with some techs (like “mapmaking” or “satellite positioning”).

If the unit is destroyed before coming back, the tile reverts to unknown. A tile cannot stay temporarily know more than 4 strategic turns: it reverts to unknown if the discovering unit doesn’t come back soon enough.

As the unit can be destroyed if it goes to far and is out of supply, it is not possible to simply send a unit in the unknown and move it for dozens of turns, thus discovering many lands. Exploration is limited to neighboring lands at the beginning of the game.
 
Yes, smaller phases get more turns. But it's random : 4-8 operational turns in a strategic turn.
So you have to take risk when you want to make long siege, or to explore farther : it may be wiser to come back to friendly territory sooner.
Tactical turns are unlimited : they are used only to solve battles, and battles last until all units have been destroyed, or withdrawn from battle
 
The demographic expansion is mainly done automatically. The player has some ways to control it, but it is not an absolute control.

Every tile has a population. The population is divided in rural / industrial / unemployed. The civilization of origin of each population point is recorded. Thus, it is possible to have a population made of 2 French rural points, 1 French Industrial, 1 German Industrial, and 1 English unemployed.

Every strategic turn, the population will increase or decrease automatically, depending on the current population, the available resources and technologies.

At the beginning, the population will increase slowly. With the progress of medicine and sanitation, the population will boom, as the mortality rate drops. Later, with social progresses, and new technologies such as contraception, the birth rate will also drop, and so the population increase will be also slow, and can even become negative.

When the current population of a tile is superior to the capacity of the tile (the main factor being food capacity), a part of the population may try to emigrate to a tile which is permanently known. However, the population doesn¡¦t always emigrate, and this could lead to starvation, or unemployment and unhappiness.

The destination is selected automatically, taking the following parameters into account:
„X The distance
„X The terrain (settlers will avoid desert or mountains if possible)
„X The current population of the tile
„X The security of the tile (a fort defending the tile will increase the chance of immigration)
„X The government of the civilization controlling the tile: people will seldom emigrate from a democracy to despotism.
„X Available resources: gold deposit will draw a lot of settlers.
„X Current population: settlers will try to go to tile where compatriots already are, not people from another civilization.

There¡¦s no real limitation to the distance, as long as the destination is known. However, settlers will select close destination first.

If the best destination belongs to another civilization, the settler can still decide to go there, thus creating a minority.

When the population in a tile reaches a sufficient level (depending on the technological level in craft / industry), an urban zone can appear. Urban zones produces industrial goods and technologies (it is roughly similar to a mine in Civilization III).

Urban and agricultural zone are first used to meet local needs, including foraging armies. Exceeding production is sent to the nearest city.

A city will appear automatically in a tile when the following requirements are met:
„X The urban population of the tile is high enough.
„X The location is good enough (coast, river, etc).

Cities will very seldom appear in desert or jungle, except if some resources such as an oasis are nearby.

A city is very important to the player, because he can build improvement and units there. The other tiles simply contributes food or goods to the nearest friendly city, it is not possible to build there.

Some events can force emigration: trying to do some ¡§ethnic cleansing¡¨, or religious persecution, or pillage, or an invading army, or a repressive government, etc. can trigger a forced emigration. In that case, the population will move to an adjacent tile. The next turn it can decide to move to a better spot far away, but the immediate result is a flow of refugees to nearby tiles.

Note that there will be no settler unit: the population simply ¡§disappears¡¨ from one tile to ¡§reappear¡¨ somewhere else.

It is possible to spent money to try to control emigration. The player can select a tile, and make it a favorite destination. In that case, the tile will have an increase value for settlers, who may select it first. However, it is not mandatory.

The player can also decide to forbid immigration. In that case, the tiles owned by the player are less likely to be selected as destination for foreign settlers.

It is also possible to capture slaves, and then move them to a tile to force an increase of population. However, slaves are likely to revolt, and do not contribute to science or culture as other population do.
 
The player will try to expand their civilization, and control territories. The population will expand by itself, but the player has more control on his territory.

When a population emigrates to an empty tile, the tile is automatically added to the territory of the civilization from where the settlers come.

When a population emigrates to a tile owned by an other civilization, and doing so gain a majority (foreign population > owner civilization), there’s a chance of revolt, and people may ask to join the territory of their civilization.

If a tile become unpopulated (negative growth rate, war, barbarian attacks, disease, etc), then it remains in the territory for a while.
 
Originally posted by snsfro
How do you plan on implementing air units in your game?
Quite similar to Civilization III. They will have a base of operation and a range.
However, they will be more specialized : land base or carrier based, interception, land bombardment or anti ship, or ASW, etc.

Oh, I forgot. All the Russian aircrafts will have maluses to all their attributes.;)
 
I must say it once again: Your ideas are great:thumbsup:

But what it this:
Steph wrote:
The destination is selected automatically, taking the following parameters into account:
„X The security of the tile (a fort defending the tile will increase the chance of immigration)
Isn't the ability of forts limited by the era? In the 20th century no fort has any defending effect.

And another question: When can you build cities? Never? Dependent on the population?:confused:
 
Originally posted by goethe

Isn't the ability of forts limited by the era? In the 20th century no fort has any defending effect.

And another question: When can you build cities? Never? Dependent on the population?:confused:

The presence of a fort, or later of cities, is a sign of stability / security of the area. All things being equals, settlers will emigrate to a tile which is adjacent to a fort, rather than a tile without any military protection.
At the end of the game, it is still true, but then fort should be replaced by cities, and some new parameters (like existance of industry, and thus jobs) should outweight the effect of a fort.

Second question : you never build cities. They build themselves once enough population exist in a tile, and the tile meets some requirements, like being on the coast, or on a river, or on a trade route. You can however influence city building : if you build a fort, and pay some money to encourage settlement here, you will increase the chance to get population in this tile, so the chance to reach a sufficient population level to have a city.
 
Hmm...
You said Steph that player won't build cities but only build forts?
Is there any sense in that?
I don't mean to offend but if player has only military options to choose in the game and otherwise it runs like simciv...it sounds like program toy than true strategy game to me.

However what I want is that you would consider having "provinces" in the game.
The idea is that the population and cities would like you said spread automatically but when there's enough people in certain area the player could give certain part of the empire the status of province and province would of course have some center...example certain city.

The province would have certain leader and province could concentrate into production of certain resources depending what are available. Also provinces could be give different tax rates and etc. Also provinces could possible rebel if they become unhappy or some province from other civ could join you.

So basically player would only give certain area "province"-status. Province would give player all kinds of benefits but at the same time it would require many things.
Player would have to ACTIVELY create the areas infastructure allowing it to grow.

I just thought this idea would help player to control the civilization even somehow.
 
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