Wow....plus SMAC mod reborn!

Misc thoughts:

* FfH's armageddon counter could be repurposed into a "Planet throwing a hissy fit" counter.
* The wildly different mechanics of each FfH civ is what makes them fun. That philosophy could be carried over into a smac mod.
* The idea of certain Civs popping out at when certain conditions are met is fantastic.
* Religions don't really fit into the smac picture. You could re-purpose the mechanic to give certain Civs the ability to "infiltrate" other cities. (namely the Cult of Planet, Data Angels, and Free Drones. Possibly the Believers and the Peacekeepers.)
* Ffh's different damage types could be used for psychic damage (as well as biological warfare units). It work out even better than smac's combat mechanics, I think.
* While it doesn't make sense in the fluff for working a tile to improve solar collectors (aka cottages), I could see working a tile improving farms. Nutrients would be an important consideration for colonists in a hostile environment (not just food but water and o2 from plants). Basically, suggesting farms=cottages.

Whenever possible to do so while still staying true to the smac fluff, I'd say go with Civ4's mechanics over smac's mechanics just for ease of implementation and reducing debate. For example: cultural borders, great people, special resources, the happyness/health/general city model should probably stay in. The unit workshop, heights for terrain (cept in a very limited form), and crawlers should probably stay out. Imho.

Multi-tile terrain features (like the crashed Unity) and the Planetary Council are probably too cool to pass up on, even though they would be difficult to implement.

Suggest that someone take the lead and list out all these things that should and shouldn't be in a Civ4 smac mod, then divide the implementation of such into phases (as with FfH's development).
 
* Religions don't really fit into the smac picture. You could re-purpose the mechanic to give certain Civs the ability to "infiltrate" other cities. (namely the Cult of Planet, Data Angels, and Free Drones. Possibly the Believers and the Peacekeepers.)

I love it!!! I'd like to add that certain factions may have bonuses or penalties to infiltrate various other factions. For example, easy for Cult of Planet to infiltrate Dierdre. Not so easy for Believers to infiltrate University of Planet.

However, there is no mechanic to remove a religion from a city--perhaps it is difficult to remove an infiltration as well... but it should be difficult or require a technology or spy mission to discover who has infiltrated you.
 
* While it doesn't make sense in the fluff for working a tile to improve solar collectors (aka cottages), I could see working a tile improving farms. Nutrients would be an important consideration for colonists in a hostile environment (not just food but water and o2 from plants). Basically, suggesting farms=cottages.

That's an interesting idea. It also would make seiges more realistic. If you have a size 12 city, and an army comes in to take it down, it wouldn't be too hard to destroy all the farms, and leave your town's livelihood decimated. Whether that would be considered a good thing or a bad thing is up for debate.

Whenever possible to do so while still staying true to the smac fluff, I'd say go with Civ4's mechanics over smac's mechanics just for ease of implementation and reducing debate. For example: cultural borders, great people, special resources, the happyness/health/general city model should probably stay in. The unit workshop, heights for terrain (cept in a very limited form), and crawlers should probably stay out. Imho.

One of our design goals is to think about ideas first, then how they're implemented later. This is an idea that I believe FFH has used and it has proven successful. In many cases, ideas turn out to be able to be easily adapted by using existing code. In others, new code needs to be written. As main programmer on this project, I have no gripes with writing vasts amount of new code. That's what I have fun doing anyway.
 
Any thoughts yet on how to handle the Planetary Council? The UN as it is now in the game is rather pointless. It would be nice to see some of the old Alpha Centauri choices up for vote. I think The Lopez was going to do something with the UN, but as far as I know it never happened.
 
A different growth paradymn:
Almost all improvements progress. Farms, Mines, Solar Collectors, Forests.

As your technology gets better, your workers start out the improvement at a higher grade, your max grade is higher, and your rate of growth through the grades goes up.

So farms might progress like:
1: +1 food -1 energy -1 production
2: +1 food -1 energy
3: +1 food
4: +2 food
5: +2 food +1 energy
6: +3 food +1 energy
7: +3 food +1 energy +1 production
8: +3 food +2 energy +1 production
9: +4 food +2 energy +1 production
10: +4 food +3 energy +1 production
11: +4 food +4 energy +1 production
12: +5 food +5 energy +2 production

Solar collectors:
1: +1 energy -1 food -1 production
2: +1 energy -1 production
3: +2 energy -1 production
4: +3 energy
5: +3 energy +1 food
6: +4 energy +1 food +1 production
7: +5 energy +1 food +1 production
8: +6 energy +1 food +2 production
9: +7 energy +1 food +2 production
10: +8 energy +2 food +2 production
11: +9 energy +2 food +3 production
12: +10 energy +3 food +4 production

Of course, everything has to be balanced -- by the mid game, the value of (2 food +1 health +1 happiness) is 1 specialist.

So comparing the solar plot and the farm at L 12:
Farm: +5 food +5 energy +2 production
Solar: +10 energy +3 food +4 production

Farm-Solar: +2 food -5 energy -2 production

And then there is the energy:production tradeoff, etc.

It might take (say) 20 40 80 turns to upgrade by 1 2 and 3 levels. You might almost always start with a new farm/solar/forest 3 levels under your top improvement. The time it takes for an upgrade to happen would actually be fixed, but your rate of growth would double when you upped your farming technology, so everything would stay in purportion.

Which means that someone pillaging would be painful, but the pain would be bounded. :)
 
Any thoughts yet on how to handle the Planetary Council? The UN as it is now in the game is rather pointless. It would be nice to see some of the old Alpha Centauri choices up for vote. I think The Lopez was going to do something with the UN, but as far as I know it never happened.

If I have my way, Diplomacy will be a much greater part of the experience. I think most everyone who has played both games believe that the UN in Civ4 seems pretty undercooked.

We're hoping to have a vast improvement on how the council is handled, most likely using the SMAC council as a base and growing from there. However, the core of the game must first be developed, so it may be some time before you see some Diplomatic changes.

@Yakk:


Interesting. I've always thought that the only real benefit that Cottages brought was to make defending pillaging more important. As they are, I think they're pretty overpowered. I would be worried about repeating the same mistake.

While I try to stay away from the economy stuff (it's not exactly my forte), I'm sure others will have some to say on this.
 
If all improvements improve like cottages, then none are overpowered.

You do have to keep technological slingshotting under control a bit.

One thing I remember about SMAC was that, by the end game, much of your population in your bigger cities where specialists. This makes a lot of sense.

...

Cities, to start with, are survival pods. The life outside is hostile. Havesting resources from the outside should be ... questionable. Even after you develop technologies to farm outside of your initial survival pod, it should be questionably efficient to start -- only after months upon months of effort does your farming colony become useful.

Cities might be able to build in-city production/food/energy generation. These semi-automated systems don't require the efforts of the citizens.

Phase 1 of life on Alpha-C might consist of "your people are specialists inside your pod, waking up new citizens as the infrastructure improves".

Phase 2 of life on Alpha-C would be sending out terraformers to start using nearby resources. Then you have to send workers out to finish the job (which starts out inefficiently, but grows).

Phase 3 of life on Alpha-C is when you gain the industiral base to build a second settlement pod.

Phase 4 is when you develop the technology to efficiently terraform chunks of Planet. This is a serious phase shift, as in-city specialists fall out of favour.

Phase 5 is when you start understanding how to use Planet's features to advance beyond what you had back home.

Phase 6 is when you fold your knowledge into your culture, and start developing super-specialists.

Phase 7 is transcendance.

...

Wonkier:
What if instead of food determining the size of your city, your infrastructure determined the size of your city? At the start of the game, waking up frozen colonists is easy -- it doesn't require stacks of food.

Food could act like health/happyness -- without enough food, your infrastructure is cannabalized, and your people become less effective workers.

Infrastructure is like culture. It determines the radius of control of your city, the population max of your city, and is built up slowly over time.
 
Ideas for Factions beyond those in vanilla smac:

* Unity Control -- Half of the AI from the sabotaged Unity ship, with a robotic workforce. This version retains it's desire help humanity, but due to the competing Factions can't decide which segment of humanity to help.

Control doesn't need nutrients. Workers are built, and can be added to a city as population (also used to terraform, found additional colonies). Very suspectible to covert ops (ie, hacking), but can not be infiltrated by religious philospohies. Cannot research, must trade for any new techs.

However, Control has a high chance of receiving a bonus tech when picking up a Unity module, and is aware of the location of all nearby Unity modules. Plus, robots are immune to the psi damage of mindworms, so exploration is less perilous.

* Ragnarok Virals -- Half of the AI from the sabotaged Unity ship. This is this the segment that was actually sabotaged, and is essentially a computer virus with an enslaved robotic workforce.

Like the Unity Matrix, the Virals doesn't need nutrients. The Virals are very good at covert ops. The Virals cannot research on their own; they must steal all their tech from other Factions (beyond a few starting techs).

"Virus Infection" is a "religion" that can afflict any base with a Network Node. The infection siphons research, giving the research points to the Viral capital.

* Upon the defeat of a "human" Faction, the UM or OM player has the option of merging with the surviving refugees to form the Cybernetic Consciousness. Merge with Refugees is a special project unlocked via an event.

* Upon researching certain techs and reaching a certain level of mindworm activity, the AI Factions can choose to become the Planet Matrix Faction via building a special project. Captured mindworms and captured human psionic units can be added to Planet Matrix city populations.
 
i never played smac, but watched some friends do so, and i always loved the idea of mindworms/fungus :)
Huge Project, but it seems you are serious about this :) i wish you a lot of luck and patience, would love to see this getting done sometimes :D and you know even FfH started out as an idea ;)
 
Hi, my thoughts on the building process:

I know you guys have pretty much concluded that it is going to be a SMAC like mod rather than a strict clone, but maybe working to build the basic infastructure/systems of the core SMAC game first would be better. That would give a basic road map on what decisions need to be made and what not. The creative process is fun and really interesting, but it can get in the way of progress (I've learned this from very recent experience). Maybe focusing on getting a basic 1st shell going which has:

-basic civic names taken straight from SMAC (unaltered)
-tech names from the tech tree (unaltered) with the basic tech tree layed out the same as SMAC (unaltered).
-unit names (without the graphics) taken straight from SMAC (ignoring the unit workshop modifications to units. IOW, create a base line of standard units like the probe team, the gunship (boat), former, etc - just names, not graphics or any abilities).
-change the wonder names to SMAC names (forget about the bonuses just yet).
-change the building names to SMAC name (again, forgetting about the bonuses just yet).
-create the faction names and identities straight from SMAC (unaltered)
-create the scaling system thingy (INDUSTRY, POLICE, MORALE, etc).

Then see:

-what new tags are needed to make each leader have bonuses and penalties to their respective sections (ie, Hive, +2 INDUSTRY, +1 GROWTH, -1 ECONOMY). Build the tags and then have the leaders have their own respective bonuses and penalties.
-what new tags the civics need in order to be able to affect the system thingy (I'm calling it the 'Faction Attributes' from now on ok :)). Build them into the civics.
-what graphic animations are needed for the units and what not. Let the graphic animator specialists take care of that in their own time. By creating the unit names and what not, they could fill in the gaps in their own time and with their own creativity.
-what unit bonuses are needed as tags. Build them into the game and then update the units with the bonuses.
-what wonder and building bonuses are needed as tags. Build them into the game and update the wonders and buildings bonuses.

The point is to create a shell first so that the basic gameplay feel of the game is there, and then start to fill in the details. I think it would create a great platform for the creative thinking process to add to.

Don't get me wrong, I absolutely love the creative process - far more than actually doing something - but staying in the creative process tends to destroy momentum when eventually there is little to work with. So that's my suggestion first, to make a shell with utmost priority forsaking creativitiy using SMAC as the plan to work to. When the shell reaches a rather high level of detail, you can then start to explore other not-so-SMAC ideas with the shell.

I appoligise if this is taken wrongly. I too would absolutely love to see a SMAC mod for Civ4. I have just learned the rather painful lesson or two with regards to taking the creative route rather than the building basic, boring shell/prototype path first myself and thought I would share. I found it much more rewarding and motivating to have at least a basic shell first and to then let the mind wonder about the possibilities of where I could take that shell and then to build the shell's detail up more and more.

Anyway, for what its worth, they're my thoughts :)
 
Hi, my thoughts on the building process:

-basic civic names taken straight from SMAC (unaltered)

Thus far, it seems like more people are leaning towards using the Social Engineering style from SMAC than the Civ4 "Civics". Technically, they really are very similar, it's just how you go about looking at them.

Typically, when we are brainstorming, we use examples directly from SMAC, so in many cases things such as names tend to be put forth as things to use. How that name actually relates to a gameplay idea might have changed, however.

-tech names from the tech tree (unaltered) with the basic tech tree layed out the same as SMAC (unaltered).

While many names will probably be familiar, the tech tree will not be a clone. The simple reason is that on advanced enough levels, the basic tech tree offered few choices, and basically restricted you to one of a few "bee-lines".

We are lucky enough to have on our team Maniac, who probably has more experience than anyone I know when it comes to creating tech trees for SMAC, since he had done so with SMAniaC. Maniac has been taking the lead role in developing the tech tree.

-unit names (without the graphics) taken straight from SMAC (ignoring the unit workshop modifications to units. IOW, create a base line of standard units like the probe team, the gunship (boat), former, etc - just names, not graphics or any abilities).

While almost everyone agrees that the workshop was clunky at best, one of the brightest aspects of SMAC was the ability to specialize your units. Currently, ideas and prototypes are being thrown around regarding the ability to give units special abilities that work similar to promotions or FFH spells, that doesn't interfere with the standard process of making units (such as trying to redesign all your units in a workshop would).
-create the scaling system thingy (INDUSTRY, POLICE, MORALE, etc).

I believe you're thinking of Social Engineering, or SE?


-what new tags are needed to make each leader have bonuses and penalties to their respective sections (ie, Hive, +2 INDUSTRY, +1 GROWTH, -1 ECONOMY). Build the tags and then have the leaders have their own respective bonuses and penalties.
-what new tags the civics need in order to be able to affect the system thingy (I'm calling it the 'Faction Attributes' from now on ok :)). Build them into the civics.

You'll be happy to learn that most ideas seem to be leaning in this direction as you described.


The point is to create a shell first so that the basic gameplay feel of the game is there, and then start to fill in the details. I think it would create a great platform for the creative thinking process to add to.

Don't get me wrong, I absolutely love the creative process - far more than actually doing something - but staying in the creative process tends to destroy momentum when eventually there is little to work with. So that's my suggestion first, to make a shell with utmost priority forsaking creativitiy using SMAC as the plan to work to. When the shell reaches a rather high level of detail, you can then start to explore other not-so-SMAC ideas with the shell.

I appoligise if this is taken wrongly. I too would absolutely love to see a SMAC mod for Civ4. I have just learned the rather painful lesson or two with regards to taking the creative route rather than the building basic, boring shell/prototype path first myself and thought I would share. I found it much more rewarding and motivating to have at least a basic shell first and to then let the mind wonder about the possibilities of where I could take that shell and then to build the shell's detail up more and more.

Anyway, for what its worth, they're my thoughts :)

This has also been one of my goals, and currently we are trying to set up a "base" to work with.
 
Thus far, it seems like more people are leaning towards using the Social Engineering style from SMAC than the Civ4 "Civics". Technically, they really are very similar, it's just how you go about looking at them.
Sorry, I meant the social engineering system and not the actual civic system. I saw them as one and the same (except the SE system has bonuses and penalties that affects social engineering instead of just straight bonuses that affect gameplay).
 
You know some of the principles being developed in Lopez's Civilizeditor might make a nice Workshop, The Editor already has the ability to add new unit and edit their atributes, if you added some means of grouping units as belonging to a specific player (should be easy) and did a Workshop Interface you would have most of what you need. To get the art you could use a variation on the multiple meshes seen in units like the Settler, I suspect that if "Chaise" meshes and free floating 'Weapon" meshes were overlapped and given perfectly synchronized animations they might convincingly appear as one unit at least until its damaged. The formation and mesh assignments would of course be handled behind the screens based on the users design.

This is probably the most ambitious Workshop plan you could adopt but I think it would in principle be possible, I'd recommend having some artists attempt an overlapped Chaise/Weapon combo unit to see if its possible, I don't know if anyone has ever tried anything remotely like this.
 
A SE system using the Civ4 civics mechanics is currently being hybridized. Or, at least, we're thinking about it. :)
 
Another idea--keep the unique units... heck, if you wanted to REALLY create a prize, go with the Total Realism concept and make many unique units for each faction--demonstrating what each one has made of the technology. Either different looks for the same stats... or even a completely different set of units.

For me that would be a lot more fun than designing my own units for each game--still like the idea of special abilities through the promotion system tho.
 
Hehe, could chat with the guys at Stardock for their ship builder! :lol:

...

another solution for the workshop: could make the promotions into 'parts' (instead of promotions) and then turn the 'experience points' system into a 'build points' system so that buildings would give build points for units so that they could be built up with different 'parts'. The base unit would be a chassis and as the tech tree advances, the chassis's would become more advanced and apart from doing more things (like travel over land and sea), they would also give more base build points. There could also be more advanced Barracks that appear with each 'age' that also gives more build points for units built too.

[edit: Ahh, sorry Silver, didn't realise you already suggested it]
 
This sounds like an exciting mod. Just as long as I can plant trees again I'll be pleased.


Any plans to throw in some scripts about the planet fighting back? I loved that part of the story of how the planet became sentient.
 
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