Tribes

BobTheTerrible

Just Another Bob
Joined
Jan 5, 2003
Messages
927
Location
Middle of Nowhere
Seeing as how Revolutions has included the "Start as minors" option, I thought maybe somewhere down the road it could be expanded on a little. One thing Civ has always left out is the Tribal/chiefdom/semi-sedentary cultures. It seems like these "tribes" could fit in with Revolutions if implemented right, with semi-sedentary bands of people forming a united culture and then settling down as a civ, and former tribes getting unruly if forced into civilization. So, here are some thoughts.

Instead of cities, Tribes get a camp/tribe unit (like in the Mongol scenario). The unit has 1 move, and like a city, has 1 population that can work any adjacent squares (even if the unit has moved). There are no cultural borders around the camp. The camp cannot store food and therefore cannot grow in size.

Seeing as how they're not urbanized food-producers, all tiles produce -1 food. The tribe has no storage and cannot grow, and are self-sufficient (can't starve).

They can't build buildings. Any food that is gathered counts as production towards units. Other camp/tribe units can be built.

They can't produce any gold, espionage, or research. However, they get technology in the same way barbarians do and can produce the same units barbarians can. They pay no maintenance costs.

Working a resource gets them the resource, so working horses lets them build horsemen, copper --> spearmen, etc.

Units produced by a tribe could have a few special advantages, such as a promotion that allows them to move twice as fast (from being familiar with the wild). This would allow them to "catch up" with enemy camp units so that intertribal warfare isn't an endless game (a camp unit constantly retreating from an oncoming army, for instance)

To form a civilization, they must store enough food to get to size 2, but only using food produced from working an agricultural tile. Once this happens, all camp units become settlers and all tiles produce the normal amount of food. Also, the tribe can choose to settle down upon capturing a city. Perhaps tribes can also pillage food from agriculturalists for a production bonus.

Camp units can be captured to form either a settler or a worker unit (50% chance of each) for the civ which captured it. The settler unit would found a city with that tribe's culture. Other tribes who capture the camp unit will make it convert to a camp of their own.

Camp units can "Stack" so that 2 camp units on the same tile both provide production towards a single unit, although both camp units are still distinct.

Camp units can spawn as barbarians, or as "Tribes," (i.e. one of the civilizations). Tribes could have a small chance of spawning on goody hut tiles, high food tiles, from barbarian camp units, or as disgruntled emigrants from an existing civilization. Tribes would potentially keep getting bigger as they build more camp units, and by the time they decide to settle into a minor civ, they could be a significant threat (or they could not decide to settle and build an invasion force and target weak civs). Since you would need a source of agriculture in order to become a civ, tiny islands without any available agriculture crops wouldn't spawn civilizations. Also, minor civs would be able to spawn as they do now, without having to go through a "tribe" phase.

My thoughts here is to get a New World that isn't all urbanized by the time you get there. It would also allow civs like the Huns or Mongols, who didn't build grand cities but still posed a big threat to the urbanized world (in civ terms, the Mongols going from one camp to slowly capturing (uniting) a bunch of surrounding camps, to eventually being large enough to pose an invasion threat). I don't know how well it can be tied into the Revolutions mod, but I think it would fit in well with the minor civs mechanic. Also, I'm not trying to suggest something unfeasible or time consuming, I just think the idea is fun to kick around.
 
Hmm...I really love this idea. I've been hoping for some kind of tribe system allowing for minor civs or barbarians floating around different empire's borders. This would definitely fit the new world very well too, and would make some spawning minor civs more flexible to move into less contested territory.
 
Glad you like the idea. One more thing I forgot to include was a hunting/herding aspect. There's already a modcomp that allows you to get food from killing wild animals. I think it would be cool if that was included, and also there were also some Sheep, Goat, etc units that the sedentary civs could get a one time food bonus for killing, but the Tribes could capture and keep it with a camp unit for a food (and therefore production) bonus.
 
Bob, I have a similar idea, different idea on the mechanics.

Concept: settled barbs have culture and potential evolve to minor civ status, it sort of leads out the idea of the unevolved / migrating barbarians that barbs are originally supposed to be. Also it leaves out the potential for true barbarian invasions as uncultured peoples are pushed out from their lands, onto neighboring lands (thinking the Germanic invasions of the Roman Empire).

Mechanics: Barbarian units can create camp-style improvements randomally outside of barb culture radius. In fact they won't try to build them within the cultural radius of a barb city. When a barb unit does that, it squats for about 5 turn, and a second barb unit is made on the spot. Both then wander a bit then make camps, settled, and produce more barb units.

AI for wandering could have the barbs explore towards nearby resource tiles and specifically camp there. Perhaps those camps would be permanent (a tip of the hat to CivRev, the console game). Possibly this could be a mechanic by which new barb cities are created eventually.

Benefits: Barbs actually migrate. Barb units actually infest, not just a fog-of-war thing. More challenge with the early expansions, since a bit more like raging barbs.
Opportunities for some migrations/invasions via a contextual system:barbs could have directed migrations/invasions, where by they periodically meet, and combine into neighboring stacks that move away from contact with one civ (perhaps maintaining a hostility memory by which a civ that kills the most barbs is remembered and migrated away from) without regard for what's in front of them (e.g. The Roman Empire).
Another contextual quest would be for barbs to offer themselves as mercenaries to a friendly neighboring civ (using hostility memory again).

An actual migrating camp unit would be cool as well, for making different units types as per the Warlords game.

A new unit of a weak, mounted warrior (horses or camels) to represent nomads would complement that as well (say strength 3, -50% vs. cities).

The camp tile created could be pillageable as a goody hut as well. Could simply reuse the goody hut graphic, but be a separate category (no rewards but gold for 'popping' it).
 
I'm liking this line of discussion, and it's pushing my head in some interesting directions...I'm just gonna throw out some ideas stream-of-consciousness style, as I'm too tired right now to form them into anything seriously coherent...

Camps on resource tiles become cities faster
Trading with barbarians - Colonization mechanics?
Eliminate barbarians entirely, use modified minor civs instead?
Minor civs with resources organize faster

I'll refine them when I'm less tired; I just thought they were worth mentioning.
 
The advantage of having a "barbarian" civilization is that you don't need to simulate the hundreds of minor civs that would be present in the real world, so I would disagree with eliminating barbarians entirely. Phungus mentioned splitting barbarians into several "types" or "barbarian civilizations" in another thread, which I think would be excellent for a few reasons (unfortunately, it seems like it's a headache for modders). It would be possible to have separate barbarians in the Old and New worlds. It would also be possible to create a few "Independent Cities" style civs a la Rhye's, in which a civilization with low stability collapses into a bunch of independent cities (rather than a seemingly unified "barbarian empire"). If each of these barbarian civs were set to the same color, it would create the illusion of many tiny warring empires/cities (since it wouldn't be uncommon to see one barbarian unit attacking another).

@GoodGame: I was approaching this from the idea that the game will also have a "start as tribes" option, and that it could be interesting and fun to play as a tribe, even past the time civilization begins. Part of my suggestion, of course, is that barbarians can spawn both camps and cities, so there would still be migrating/nomadic barbarians (along with migrating/nomadic minor civilizations). I think we're both aiming for the same effect - non-settled peoples still posing a threat to the "civilized" nations.
 
I see. I think it would be viable both ways---as a barb thing and as a player thing, like minor civs.

Definitely wouldn't want elimination of barbs, but given modular loading of such a mod, it'd be interesting. OTOH, I could see barbs being 'replaced' by my more flavorful, ethnically-diverse units/naming conventions. Potentially multiple tribe-types replacing the bland, black civ barbs.
 
Independent cities should have +50/100% military production to make them more warheavy until they become a civ, then they will be in threat of being conquered themselves! :p

Great idea, I am new but I will load this soon!
 
Back
Top Bottom