AlazkanAssassin
Engineer
Private mod development forum.
Some of the gameplay features or mechanics I think are notable from each game but was absent in the other are as follows
Civilization 4:
- Culture
- Religion
- Happiness model
- Healthiness model
- Great People
- Unit Promotions
I'm not quite sure what you're trying to say. Do you think that none of those things listed from Civ4 have any merit? Because I'm not saying they should exist exactly as they are now in a SMAC mod, but instead how they could be warped or manipulated to evoke SMACs gameplay.
I say just replace religion with ideology.First off, Religion. A great idea in Civilization 4. Ditch it in SMAC. Why? Cause now you have to invent a bunch of religions and validate their existence in the fiction of SMAC. Which is at odds with the idea that the ongoing struggle is ideological; not about race or creed.
It kinda makes me think of how it takes 50 turns in SMAC/X for a forcefully conquered base to fully integrate to its new faction.
How about four religions analogous to the four principles of the game, the four choices that guide your research: Explore, Discover, Build, Conquer?
That never happened for me, especially if I'm conquering bases while owning the Cloning Vats. Instead I'm pretty sure I get this:What do you mean? The graphics change (to that of the conquering faction) as soon as the population exceeds the original size. The drones are caused more by the loss of happiness-inducing facilities than Civ4-like resistance.
In any case, I can see why it'd take this long for a base to fully assimilate to the new faction. The conquered base is being pressured into a new and radically different ideology, for which many of the base's people are never fully ready. Those fifty years signifies the time it takes for those people to either move out or die out, and be replaced be people more willing to embrace the philosophies of the conquering faction.concepts.txt said:#ADVCONCEPT12
Several factors contribute to the number of drones found at a base
before police, facilities, psych, and secret projects are taken into
account:
...
(3) Disloyal Citizenry: for approximately 50 turns after you capture
an enemy base, you will receive extra drones while you assimilate the
enemy citizens. The basic rate is 5 drones minus one for each 10
turns elapsed, but the number may never exceed:
^^(BaseSize + Difficulty - 2)/4
My impression is those four Explore, Discover, Build, Conquer principles are more like temporary policy strategies than full-fledged ideologies. Eg Green/Knowledge/Wealth/Power social engineering values rather than religions.
I'd say just make a new component that the religion mechanic fills or remove the religion mechanic altogether.
That's the category I was thinking of, "Value".This may limit the SE choices some, but perhaps use religions in place of, say the "value" slider (survival, knowledge, wealth, power), giving the player a little less direct control.
Values would spread, even to other factions... giving them common ground to ally, or differences to fight over.
Maybe a couple of new sliders can be conceived for SE in replacement.