From the Civ IV - Fit for Minors? thread on these forums. Some guys over there suggested I post here.
Later discussion favors adding city improvments to the list of structures that barbs "auto-build" so to make taking their cities occasionally worthwhile (for more than land). I would like such an addition to happen rarely, and be trait influcenced. I don't want to take over a city from a religious commercial civ and find nothing but barraks and granaries!
Discussion will likely continue there, but I see that it is fit in this thread as well (and my apologies to the thread's readers, but I have yet to read the whole thing. If I'm rehashing old ground I dont' mean to).
Regards,
Fosse
[This is long, but you can skip right to the numbered list... if you can't handle it! ]
I think that the reason people started asking for the was that we all want a world full of many, many civilizations, but we realize that our computers would choke on the AI required to run that many civilizations. Plus, it's easier to keep track of trade, diploacy, aliances and other things with only a handful of civs than with dozens.
So giving us 8 to 16 major civilizations keeps AI turn lenght down and makes keeping track of diplomacy and war manageable (though not with the Civ III diplomacy screen). Then, throw a dozen or so "minor" civilizations into the mix to fill in the cracks and make for a more interesting, dynamic, and realistic world.
Because of the need to keep AI requirements and diplomacy management to a minimum, I do not favor simply crippling a few otherwise normal civs, as with several earlier suggestions. A civ that doesn't expand, but is otherwise normal is still working land, trading, etc.
I want minor civs to have a completely different set of paramaters for their own goals and abilities, and for our interactions with them:
1) A Minor Civ is a Tribe from the available civs, that can be set as minor by the player or at random. The Player is always a Major Civ. Minor Civs start with one city and a handful of defenders (same as majors).
2) A Minor Civ's cities will work the best food tile in their radius to determine city size growth. They recieive gold from the land they work (or whatever system Civ 4 uses), but no shields
The Reason: Represents agrarian and simple cultures focus of food rather than production. They can use the gold later.
3) Minor Civs do not build units, but instead have them appear in their cities (1 unit each city) every X number of turns. These units will either be military or settlers (much less often)
The Reason: No build orders for the AI to think about, production queues, etc. Settler production won't reduce city size.
4) Minor Civs want two things: Money and Survival. They get gold from cities they conquer, plus more units per X turns (more cities to get them at).
DIPLOMACY
1) Minor Civs are either at peace or war with everyone else, major or minor.
The Reason: This keeps them out of diploatic relations, and keeps things simple.
2) Majors can demand tribute from Minors. If they Minor can afford to pay and has a weak military, they will pay. If not, they will eithe refuse or declare war.
3) Majors can pay Minors to start a war with a 3rd party, or to end a war.
4) Minors can only be at war if it is declared upon them, if they are paid, or after a tribute demand.
TRADE
1) Any resources in a Minor's land can be traded to another civ for money.
CULTURE
1) Each Minor city generates a small amount of culture per turn (to prevent wholesale absorbtion).
SCIENCE
1) Each minor civ absorbs techs known to majors it has DIRECT CONTACT with (has met their units, are within so many tiles of their border) after that tech has been discovered by 50% of the major Civs. This determines what kind of units they can get.
The Reason: They are always backwards, but will be close to their neighbors. So a minor Civ might be more advanced than an isolated major.
TRAITS
1) Each minor civ has the traits of its Tribe. These traits influence the types of units they generate, the amount of gold they make from land, and their disposition
PROMOTIONS
1) If a major slot opens up, then the most poweful Minor becomes a major. This opens full diplomatic relations (maintaining current war and peace status), and automatically builds several key city improvments in the minor's cities (depending on era, in early game, no improvments, in modern perhaps marketplace, temple). These buildings can be influenced by traits.
That's all I have for now... but it seems like plenty!
I think that the reason people started asking for the was that we all want a world full of many, many civilizations, but we realize that our computers would choke on the AI required to run that many civilizations. Plus, it's easier to keep track of trade, diploacy, aliances and other things with only a handful of civs than with dozens.
So giving us 8 to 16 major civilizations keeps AI turn lenght down and makes keeping track of diplomacy and war manageable (though not with the Civ III diplomacy screen). Then, throw a dozen or so "minor" civilizations into the mix to fill in the cracks and make for a more interesting, dynamic, and realistic world.
Because of the need to keep AI requirements and diplomacy management to a minimum, I do not favor simply crippling a few otherwise normal civs, as with several earlier suggestions. A civ that doesn't expand, but is otherwise normal is still working land, trading, etc.
I want minor civs to have a completely different set of paramaters for their own goals and abilities, and for our interactions with them:
1) A Minor Civ is a Tribe from the available civs, that can be set as minor by the player or at random. The Player is always a Major Civ. Minor Civs start with one city and a handful of defenders (same as majors).
2) A Minor Civ's cities will work the best food tile in their radius to determine city size growth. They recieive gold from the land they work (or whatever system Civ 4 uses), but no shields
The Reason: Represents agrarian and simple cultures focus of food rather than production. They can use the gold later.
3) Minor Civs do not build units, but instead have them appear in their cities (1 unit each city) every X number of turns. These units will either be military or settlers (much less often)
The Reason: No build orders for the AI to think about, production queues, etc. Settler production won't reduce city size.
4) Minor Civs want two things: Money and Survival. They get gold from cities they conquer, plus more units per X turns (more cities to get them at).
DIPLOMACY
1) Minor Civs are either at peace or war with everyone else, major or minor.
The Reason: This keeps them out of diploatic relations, and keeps things simple.
2) Majors can demand tribute from Minors. If they Minor can afford to pay and has a weak military, they will pay. If not, they will eithe refuse or declare war.
3) Majors can pay Minors to start a war with a 3rd party, or to end a war.
4) Minors can only be at war if it is declared upon them, if they are paid, or after a tribute demand.
TRADE
1) Any resources in a Minor's land can be traded to another civ for money.
CULTURE
1) Each Minor city generates a small amount of culture per turn (to prevent wholesale absorbtion).
SCIENCE
1) Each minor civ absorbs techs known to majors it has DIRECT CONTACT with (has met their units, are within so many tiles of their border) after that tech has been discovered by 50% of the major Civs. This determines what kind of units they can get.
The Reason: They are always backwards, but will be close to their neighbors. So a minor Civ might be more advanced than an isolated major.
TRAITS
1) Each minor civ has the traits of its Tribe. These traits influence the types of units they generate, the amount of gold they make from land, and their disposition
PROMOTIONS
1) If a major slot opens up, then the most poweful Minor becomes a major. This opens full diplomatic relations (maintaining current war and peace status), and automatically builds several key city improvments in the minor's cities (depending on era, in early game, no improvments, in modern perhaps marketplace, temple). These buildings can be influenced by traits.
That's all I have for now... but it seems like plenty!
Discussion will likely continue there, but I see that it is fit in this thread as well (and my apologies to the thread's readers, but I have yet to read the whole thing. If I'm rehashing old ground I dont' mean to).
Regards,
Fosse
Comment