Will colonies be implemented differently than in BtS?

yep !!

that's more like what I like :D

it would be an interesting way of doing it... and fun !!
 
I think that a comparation with real world not really fit because in Erebus civs have histories a lot more different than USA,Nigeria and Canada, civs can be also differentiated for race so we have humans,elves,orcs,dwarves and every civ has a really different view of life, so we are not speaking about differences between Willem Von Oranje and Zara Qayob it's a lot more.
IMO a situation were Bannor which try to spread order and discipline and are humans make a colony of the Clan of Embers which are Orcish and are barbarians is not only unflavourful but doesn't make really sense.
 
so we are not speaking about differences between Willem Von Oranje and Zara Qayob it's a lot more.
I think you are missing my point.
Say the Bannor send some settlers to another continent (a requirement for liberating a colony) and found some cities. Perhaps these islands were not uninhabited, but there were some small tribes of orcs who hadn't built cities or even villages yet. The Bannor put them to work, and the orcs, more numerous than the Bannor, represent a sizable amount of the population. When the Bannor decide that administering this colony is too costly, they put these Orcs, whom they have civilized, in control of themselves, like happened in the real world.
Maybe the Orcs keeps some elements of the Bannor culture (i.e., if they spread the religion there before liberating), maybe not.

Another way to do it, but wouldn't be as fun, imo, would be to create another Bannor civilization, led by a random leader, ala unrestricted leaders option.
 
I think you are missing my point.
Say the Bannor send some settlers to another continent (a requirement for liberating a colony) and found some cities. Perhaps these islands were not uninhabited, but there were some small tribes of orcs who hadn't built cities or even villages yet. The Bannor put them to work, and the orcs, more numerous than the Bannor, represent a sizable amount of the population. When the Bannor decide that administering this colony is too costly, they put these Orcs, whom they have civilized, in control of themselves, like happened in the real world.
Maybe the Orcs keeps some elements of the Bannor culture (i.e., if they spread the religion there before liberating), maybe not.

Another way to do it, but wouldn't be as fun, imo, would be to create another Bannor civilization, led by a random leader, ala unrestricted leaders option.


It would be plausible, but it's not flavourful( or at least it needs some event or explanation how Bannor created CoE; which is not possible).A solution where the new smaller civs created, are part of the history of the bigger civs would be better IMO, it would need just an historical background.Clan of Embers creating the smaller Clan of Ctulhu or creating barbarian colonies, is by far more flavourful than CoE creating Bannor.
If the problem would be to create new coat of arms or even leaderheads it could be solved just by using the coat of arms of the civ founder and a sign which shows that it's a colony.The BtS implementation of colonies applied to FfH2 would in my opinion sacrifice too much flavour.
 
I think Nikis is right, colonies do not have to be the same as their masters. This may be why they are split, political differnences. Anyway, the point of civ is alternate histories. This caries over to all it's mods. It is a what if situation. What if the bannor befriended antive orcs and taught them civilization to give them reins of the cities. Rigidly controlling the game destroys the purpose of the game. BTW, I find they already choose same civ leaders. As Asoka i made Ghandi, as Lincoln I founded Roosevelt.
 
How about creating 'generic' leaders for each civ's colonies? They might only have the minimum requisite traits (Horselords for Hippus, Dexterous for Ljos, etc.), and nothing else, and a coat of arms instead of a leaderhead. This would be 'fair' and not at all unreasonable.

Alternately, each civ could be limited to a colony for each remaining leader. The civs are all balanced as a whole anyway.
 
I sort of like the idea of civs branching out with slightly different flavors not available at the start. eg Hippus that are a little more focused on trade, Elohim with an aggressive streak, etc
Not a more powerful version so much, as a different strategy option down the road.

Regardless, if the team doesn't utilize the mechanic in the meantime, I think a modmod would be perfect to hash out an implementation.
 
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