Tribes subgrouped by Tribal Traits

daft

The fargone
Joined
Dec 19, 2013
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Lets try this:

You start CIVI (the future iteration):

When you enter the "CHOOSE YOUR TRIBE" Screen (at the beginning of the game) in order to pick the tribe you are going to play as, you get to choose between several subgroups of Civilization grouped by their traditional characteristics/traits.

For example:

SEAFARING

HORSE TRIBES

MILITARISTIC


There could be several more groupings, like: cultural, scientific, commercial...

Each Subgroup/Pool gives specific kind of benefits, but you can choose only one subgroup/pool per one game. For example: Seafaring tribes get movement and strength of ships increased as compared to none seafaring tribes, also, researching naval technologies is less costly, construction of harbors and other naval facilities is less costly, and finally, great admirals are much more likely to appear in a Seafaring Tribe's cities.

Now, you pick the pool/subgroup you wish to choose a nation from. If you chose Seafaring, some of the choices you would have would be: Carthage, Phoenicia, Polynesia, Venice, Netherlands or Portugal. If Horse tribes then Mongolia, The Huns, Tatars or Scythians could be a possibility.

You pick your nation and then the program asks you to choose the leader from a group of pre-programmed historical leaders of the nation you chose, or you can select to create a new leader-with her own name, gender, looks, traits (all within a preset bunch of rules of course).

Some nations might have just one leader, others 4 or 5. What matters is the determined overall score/ability of each leader in all the TRIBAL SUBGROUPS/POOLS. What I mean by this is:
If your leader comes from a Tribe in Scientific Pool/Subgroup, he/she will have added bonus to scientific benefits(lower costs) of the likes of Libraries/Universities/Great Scientists...
However, if he/she was also strongly Spiritual he/she would get additional bonus from that subgroup/pool (easier to get great Prophets, lower costing, or more faith producing Temples, etc)

Basically, your choice of a tribe would give you specific sets of bonuses, while the added abilities of your leader could gain you additional bonuses in other specializations.

If you chose one of the Seafaring tribes you will always start the game adjacent to coast, if as a horse tribe, horses would be nearby, (continued theme from previous iterations).

Any thoughts?
 
To expand on this idea:

Each Civilization (or tribe) playable in the game is placed in one of the several NATIONAL TRAIT SUBGROUPS/TRAIT POOLS.

By placing in a particular group the nation gets particular set of benefits, up to five or six.

(example, again: SCIENTIFIC civs: bonuses number 1,2, and 3-increased (by percentage) effects of libraries, universities/research labs), 4-increased probability of Great Scientist appearance, 5- lowered/faster cost of (Scientific) technologies research.

Now, since you chose the SCIENTIFIC POOL/GROUP, you pick one of the nations included within it
(like Greece, Babylon or Korea).

Then, after you click the nation within a subgroup, a listed choice of names of available Great Leaders appear, this is where you pick your leader.
Again, some nations could have up to five, others only one available leader, or you could customize, to create your own leader(including his/her name and image)-according to a pre-set bunch of rules.
Each leader can have up to three LEADER TRAITS, on top of the Civ/Nation/Tribe trait you chose earlier.
For example:
Shaka, of the Zulu, besides the fact his tribe belongs to the Militaristic Trait Pool, and thus getting benefits (5 or 6) applicable by belonging in this group, he is also Aggressive, this trait giving him an additional bonus for (for example) all Melee unit: Construction, Cost, and Special Ability (different/lower/more powerful from generic melee units).
That is it though, Shaka and his Zulu receive no other benefits, and your game starts...
However, for example, if you play as Joan of Arc of France, besides the CULTURAL benefits you get from France belonging to the CULTURAL Subgroup, you could get the following starting benefits for her additional (Leader) traits: Spiritual, Militaristic, Honorable. Spiritual would give your Temples/Cathedrals and other military buildings a boost, Militaristic (similar to the Zulu ones and being Honorable could mean better results (rival friendliness) in diplomacy.

Also, each Leader's first (listed) trait could gain (for example) 3 additional benefits (in accordance to the type of trait). Each Leader, besides the Tribal Trait, could have additional 3 (Leader) traits, each providing less benefits in order of listing, meaning first Leader trait 3 benefits, 2nd two and third-one.

Well, that's it for this plan.
However, as I can see, not too well received by general public.
Hope the silence out there is due to it's undeniable playability, and the devs busy copying the stuff up, hehehehe.
 
Scientific Research:
Mostly shared, however a percentage would depend on your tribe's Tribal Grouping, meaning:
Seafaring tribes would be able to acquire knowledge expanding their ship-building/sea/naval exploration and domination technologies otherwise unavailable to non-seafaring tribes whilst their militaristic opponents(for example) would be concentrating more on building better land units based units with their research.
 
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