[NFP] Tribal Villages - New game mode

DeckerdJames

Warlord
Joined
Nov 1, 2019
Messages
235
It might be cool if tribal villages were improved along the same lines as they improved barbarian camps. Instead of just finding them and poof, they disappear, they could be developed, for rewards and eventually, they might join your civilization. Barbarian camps become city states, with that mode, and tribal villages could become one of your cites, with a new mode for them.
 
Yes, I agree. My hope for Civ 7 is they integrate the tribal villages with barbarians and really just have minor "tribes", "clans", or "nations", whatever you want to call them. Aggressive ones can act like the barbarian clans do currently. The more peaceful ones can act like tribal villages and be developed like you said. I'd still keep them as city-states, whenever the villages develop, but with having automatic envoys from other civilizations based off of rewards.
 
I kinda wish we started as a tribal village. Then like outposts in Beyond Earth slowly grew to the 6 hexes surrounding the village. After that we become a city, then play as normal.
 
Agree with all the points above, and talking about villages as the basic settlement with the potential to grow into a city center. What do you think about remplace the use of builders with both settlers and direct city production queues.

The points are these:
- Settlers have 4 Pop points (like the 3 hammers of builders), these Pops are used to found both villages and neighborhoods (basicaly the part that need the placement on a tile).
- Villages are the equivalent of Improvements, these villages have 4 building slots, the first one is automatically filled with the proper one if the tile have a resource (for example a Mine if there is Iron) or if it lacks resources but is right next to a city it turn in a Neighborhood that can be improved with a Workshop (different crafts).
- Settlers can also spend their Pops points in "free" buildings on an already settled Village or Neighborhood. For villages the 4th one turn them into a city center (but its expensive). The game automatically try and ask you to found a city when you use a full (4pops) Settler on a tile without resource and/or rigth next a city district.
- Manual clearing of tile features like swamps is replaced by an extra turn and production cost to improve the tile.
- Also in this system the more production your city have the more queues you gain to use in buildings for districts, villages and others improvements (better "tall" gameplay and less anoying micromanagement).
- Similar to Specialists, every Pop have 3 Identity Parameters (Culture, Religion and Job) the last is related to each building from a village or district, for example Mines and Factories have Labourers Pops, Forts and Barracks Warriors Pops, etc.
- The player election of civics, government, enemies, etc. Have impact on your Pops, and they can even migrate because of it, making you gain or lose them.
 
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Despite should be fun tribal vilage and barbarian camps evolve to city states, that will make a problem in the game mechanic. Tribal villages are fundamental to reward the player for early exploring. I, at least, start to build my Scouter in turn 1 in order to get all Tribal villages possible. And I also think still usefull when I find a tribal village late on the game, in some island lost in the middle of the ocean.

I think the mechanic of be transformed in a city state will be more usefull with barbarians. Maybe if you don't remove the camp in 50 turns it can become a city state. What will already fullfill the land very quickly. I just don't know if I should trade with this new city or conquer it.
 
Despite should be fun tribal vilage and barbarian camps evolve to city states, that will make a problem in the game mechanic. Tribal villages are fundamental to reward the player for early exploring. I, at least, start to build my Scouter in turn 1 in order to get all Tribal villages possible. And I also think still usefull when I find a tribal village late on the game, in some island lost in the middle of the ocean.

I think the mechanic of be transformed in a city state will be more usefull with barbarians. Maybe if you don't remove the camp in 50 turns it can become a city state. What will already fullfill the land very quickly. I just don't know if I should trade with this new city or conquer it.
If they changed something like that, it should only be an optional mode like barbarian clans.
 
Despite should be fun tribal vilage and barbarian camps evolve to city states, that will make a problem in the game mechanic. Tribal villages are fundamental to reward the player for early exploring. I, at least, start to build my Scouter in turn 1 in order to get all Tribal villages possible. And I also think still usefull when I find a tribal village late on the game, in some island lost in the middle of the ocean.

I don't think the goody hut race is that fundamental. Even if you find plenty, it will rarely or never transform your game. So it's kinda pointless. Exploring is already encouraged by finding good spots for cities, finding city-States or other civs, especially your neighbours that could declare war on you, and finding good defensive spots in the wild.

I think the mechanic of be transformed in a city state will be more usefull with barbarians. Maybe if you don't remove the camp in 50 turns it can become a city state. What will already fullfill the land very quickly. I just don't know if I should trade with this new city or conquer it.

It's already more or less the Camp Mode we have in Civ6. (except the turns needed to become a CS are more dynamic and not always 50 turns) As to know if you have to trade with them or conquer them, it depends on which CS it has become, and if you have already other possible partners and possibly better (like commercial CS).
 
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