AltarisGreyhawk
Chieftain
- Joined
- Jul 6, 2006
- Messages
- 21
Alright, I've been playing around with some Terra mods, trying to create a game that follows in a similar vein to actual history, while still proving fun to play. Basically, the map mirrors our own Earth very closely, with all civs starting in Africa, Asia, and an expanded Europe to properly proportion civ to land ratios. The continents of North America, South America, and Australia are unpopulated at game start. I really enjoy these types of maps, but I've always had the same reoccuring problems when playing them, all around the time of colonization of the New World:
1) With barbarians on, I'm the only civ that can properly handle them. The AI just doesn't know how to fight wars against barbarians settled for hundreds of years in the New World, which leads to problem 2.
2) With barbarians off, the AI still drags on effectively settling the New World. Unless I'm stuck in a big war at the time astronomy comes around, I'm able to grab all the good land before anyone else gets there.
3) Managing a bunch of small colonies is tedious by the time 1300-1500 comes around. Many games, I get really bored by this time. Also, since I'm quickly outpacing the AI, the game quickly becomes easy at this point as well.
So.... I've been working on a solution to make the game both more realistic and more fun in a Terra scenario. So far, I'm really happy with the results, and it has turned out to be a pretty good solution to my problems. Here's the basic idea:
Let's say we have a game with 9 civs. When the game starts, 18 civs are actually added to the game, but only 9 are in play. The other 9 are all killed off at game start, to be used later as colonization civs. I'll go into detail more on this below.
I've revamped the tech tree pretty heavily around the Renaissance Era. Astronomy now only gives a fast scouting ship incapable of carrying passengers. This ship can pass through enemy territory, and is really used for discovering the rest of the world. The AI uses this effectively, and is able to scout out the new areas pretty well.
After Astronomy, a tech comes open called Colonization. The only thing this does is allow a player to build a building called a Colony Harbor. Upon completion of the Colony Harbor, the player's colonization civ from above is brought back to life, receiving all the techs and world map view of the master civ. Three galleons, each containing 1 settler, 1 worker, and 1 musketman, are created for the colonization civ, and they set off in sail for a new home. The Colony Harbor is given a very high AI weight, so the AI builds it just as soon as they can. Since the vassal colonization civs have nothing else to do, they just go off in search of a new home, by which this time most likely only consists of the New World.
Now here's what I like about this scenario. While each of the budding new colonization civs are very weak initially, their are vassaled to their powerful masters back in the homeland. So, the player can't arbitrarily go waging war against the little colonies without incurring wrath and war back home.
To keep it balanced, Galleons and Frigates do not become available until Replaceable Parts is researched, and it has a prereq of Colonization. This keeps the player from being able to land their own settlers overseas until the colonizing civs have a chance to get settled into their new homes.
To make this work, I had to cut off barbarians completely, as they would have annihalated the colonizing civs before they got a chance to even get started. But it does add a layer of complexity close to actual history, where the colonies can often lead to problems for the original civs between one another.
The other cool thing is that if the vassals do well, and reach 50% of their masters population, they can break free and gain their independence. So, the colonizing vassals get the master's protection until they get on their feet, then have the potential to become real players in the end-game.
Another simple but very effective change I made was the AI's behavior towards one another. In the vanilla system, AI's gain a steady improvement in disposition with one another over time that the player is not privy to. That's why you see Genghis Khan travel halfway around the world to get to you rather than going after a perfectly viable neighbor. This has always annoyed me, so I modified all the leaderheads to view ALL players, whether human or AI, off of the standard modifiers (open borders, religion, close borders, etc.) Now, the AI actually behaves in a manner that makes sense, and it really does make for a more enjoyable game all the way around.
I've been playing through this mod with England for the last week or so, and it's truly been a very dynamic, very fun game. I'm currently in the early 1800's, and the game has had a large number of ups and downs, both for me and the AI. I'll share the details in the next post, but I just wanted to share this with everyone.
I have a few bugs to work out, and I want to play through again before posting a release version. So far, though, I'm very excited about the potential this has for some good Terra mods.
1) With barbarians on, I'm the only civ that can properly handle them. The AI just doesn't know how to fight wars against barbarians settled for hundreds of years in the New World, which leads to problem 2.
2) With barbarians off, the AI still drags on effectively settling the New World. Unless I'm stuck in a big war at the time astronomy comes around, I'm able to grab all the good land before anyone else gets there.
3) Managing a bunch of small colonies is tedious by the time 1300-1500 comes around. Many games, I get really bored by this time. Also, since I'm quickly outpacing the AI, the game quickly becomes easy at this point as well.
So.... I've been working on a solution to make the game both more realistic and more fun in a Terra scenario. So far, I'm really happy with the results, and it has turned out to be a pretty good solution to my problems. Here's the basic idea:
Let's say we have a game with 9 civs. When the game starts, 18 civs are actually added to the game, but only 9 are in play. The other 9 are all killed off at game start, to be used later as colonization civs. I'll go into detail more on this below.
I've revamped the tech tree pretty heavily around the Renaissance Era. Astronomy now only gives a fast scouting ship incapable of carrying passengers. This ship can pass through enemy territory, and is really used for discovering the rest of the world. The AI uses this effectively, and is able to scout out the new areas pretty well.
After Astronomy, a tech comes open called Colonization. The only thing this does is allow a player to build a building called a Colony Harbor. Upon completion of the Colony Harbor, the player's colonization civ from above is brought back to life, receiving all the techs and world map view of the master civ. Three galleons, each containing 1 settler, 1 worker, and 1 musketman, are created for the colonization civ, and they set off in sail for a new home. The Colony Harbor is given a very high AI weight, so the AI builds it just as soon as they can. Since the vassal colonization civs have nothing else to do, they just go off in search of a new home, by which this time most likely only consists of the New World.
Now here's what I like about this scenario. While each of the budding new colonization civs are very weak initially, their are vassaled to their powerful masters back in the homeland. So, the player can't arbitrarily go waging war against the little colonies without incurring wrath and war back home.
To keep it balanced, Galleons and Frigates do not become available until Replaceable Parts is researched, and it has a prereq of Colonization. This keeps the player from being able to land their own settlers overseas until the colonizing civs have a chance to get settled into their new homes.
To make this work, I had to cut off barbarians completely, as they would have annihalated the colonizing civs before they got a chance to even get started. But it does add a layer of complexity close to actual history, where the colonies can often lead to problems for the original civs between one another.
The other cool thing is that if the vassals do well, and reach 50% of their masters population, they can break free and gain their independence. So, the colonizing vassals get the master's protection until they get on their feet, then have the potential to become real players in the end-game.
Another simple but very effective change I made was the AI's behavior towards one another. In the vanilla system, AI's gain a steady improvement in disposition with one another over time that the player is not privy to. That's why you see Genghis Khan travel halfway around the world to get to you rather than going after a perfectly viable neighbor. This has always annoyed me, so I modified all the leaderheads to view ALL players, whether human or AI, off of the standard modifiers (open borders, religion, close borders, etc.) Now, the AI actually behaves in a manner that makes sense, and it really does make for a more enjoyable game all the way around.
I've been playing through this mod with England for the last week or so, and it's truly been a very dynamic, very fun game. I'm currently in the early 1800's, and the game has had a large number of ups and downs, both for me and the AI. I'll share the details in the next post, but I just wanted to share this with everyone.
I have a few bugs to work out, and I want to play through again before posting a release version. So far, though, I'm very excited about the potential this has for some good Terra mods.