I thought we could rehash the Star Wars Idea thread from last year and think of some ideas of depicting space in a Civ2 environment. http://www.apolyton.net/forums/showt...hreadid=145922
I was thinking of ways to depict travel between the stars in a Space=Ocean Environment and came up with this idea:
Jump Gates - In a scenario with two or more star systems seperated by a barrier or distance a gate unit could represent the entry/exit point for a system.
a. The gates would have to be controlled by another civ that does not have to use the gates for travel (or is inanimate in general), thereby allowing all the other civs to "attack" the gates.
b. Each gate will have a high defense making them near impervious to the attacks to allow for regular travel.
c. Each system must have seperate gate units in the rules.txt and units.gif.
d. Whenever a ship "loses" against a gate the ship is "recreated" at another gate in another system using the create unit event. For example, if Spaceship is destroyed by Gate A then Spaceship will be created next to Gate B. Voila, you have interstellar travel.
Drawbacks -
a. The unit killed scoring will be screwed up.
b. The amount of truly unique units used in a scenario will be lowered as duplicate gates will have to be included in the rules.txt and unit.gif files.
c. I'm not sure but there might be a one turn lag between moving a newly event created unit which creates a "sitting duck" problem.
d. Only one unit can travel at a time between gates. Carriers with stored troops or fighters cannot pass without losing the units in the hold.
e. In order to get the gate unit graphic to appear correctly the unit would have to be a land unit and stationed on a one tile island, otherwise the unit is greyed out.
f. If troops or fighters are to be transferred then they would have to be offloaded and sent through the gate one at a time, provided the gate is a land unit and thus be attackable by other land units. A land tile would have to be present next to the gates allowing for the units to be dropped off after traveling via gate. Also, only units that have the marine flag can directly attack the gate from the ship, so any 1 movement units without the marine flag will have to be offloaded onto a land tile next to the gate and next turn be transported (or have the ship move into a city, but this creates more problems).
g. The events file will be filled up quickly with events for each kind of unit for each gate. I presume that any use of the jump gates will be limited to only certain types of units, perhaps units without organic operators due to "the extreme duress put on organic matter when jumping". Caravans could jump, but trade commodities would be wiped back to hides, which might actually be a neat penalty for traveling via the gate versus slow travel.
h. Units created would have to have a home city assigned. Since cities can be captured and one city cannot take care of all the jumped units for a civ the units would have to be homed to NONE. This is not entirely implausible as each ship jumping to a far off star system would have to be somewhat independent.
i. Veteran status for the units would be hit or miss. Depending on the unit creation event the newly created unit could be magically promoted to veteran status or demoted. It's also possible to make the decision that all jumped units are veteran by the simple fact that they jumped, or that all jumped units are disoriented after jumping until they re-assert themselves in battle.
Drawbacks C - F present a problem where surprise and movement after unit creation is an issue. Though, in an open map, where star systems can be reached through regular movement on the map, I would suspect that the jump gates would be used only in the event that the destination is in friendly space or if the units jumping had sufficient defense to withstand an immediate attack. Large invasion forces would be able to travel without using the gates.
Is this usable?
I was thinking of ways to depict travel between the stars in a Space=Ocean Environment and came up with this idea:
Jump Gates - In a scenario with two or more star systems seperated by a barrier or distance a gate unit could represent the entry/exit point for a system.
a. The gates would have to be controlled by another civ that does not have to use the gates for travel (or is inanimate in general), thereby allowing all the other civs to "attack" the gates.
b. Each gate will have a high defense making them near impervious to the attacks to allow for regular travel.
c. Each system must have seperate gate units in the rules.txt and units.gif.
d. Whenever a ship "loses" against a gate the ship is "recreated" at another gate in another system using the create unit event. For example, if Spaceship is destroyed by Gate A then Spaceship will be created next to Gate B. Voila, you have interstellar travel.
Drawbacks -
a. The unit killed scoring will be screwed up.
b. The amount of truly unique units used in a scenario will be lowered as duplicate gates will have to be included in the rules.txt and unit.gif files.
c. I'm not sure but there might be a one turn lag between moving a newly event created unit which creates a "sitting duck" problem.
d. Only one unit can travel at a time between gates. Carriers with stored troops or fighters cannot pass without losing the units in the hold.
e. In order to get the gate unit graphic to appear correctly the unit would have to be a land unit and stationed on a one tile island, otherwise the unit is greyed out.
f. If troops or fighters are to be transferred then they would have to be offloaded and sent through the gate one at a time, provided the gate is a land unit and thus be attackable by other land units. A land tile would have to be present next to the gates allowing for the units to be dropped off after traveling via gate. Also, only units that have the marine flag can directly attack the gate from the ship, so any 1 movement units without the marine flag will have to be offloaded onto a land tile next to the gate and next turn be transported (or have the ship move into a city, but this creates more problems).
g. The events file will be filled up quickly with events for each kind of unit for each gate. I presume that any use of the jump gates will be limited to only certain types of units, perhaps units without organic operators due to "the extreme duress put on organic matter when jumping". Caravans could jump, but trade commodities would be wiped back to hides, which might actually be a neat penalty for traveling via the gate versus slow travel.
h. Units created would have to have a home city assigned. Since cities can be captured and one city cannot take care of all the jumped units for a civ the units would have to be homed to NONE. This is not entirely implausible as each ship jumping to a far off star system would have to be somewhat independent.
i. Veteran status for the units would be hit or miss. Depending on the unit creation event the newly created unit could be magically promoted to veteran status or demoted. It's also possible to make the decision that all jumped units are veteran by the simple fact that they jumped, or that all jumped units are disoriented after jumping until they re-assert themselves in battle.
Drawbacks C - F present a problem where surprise and movement after unit creation is an issue. Though, in an open map, where star systems can be reached through regular movement on the map, I would suspect that the jump gates would be used only in the event that the destination is in friendly space or if the units jumping had sufficient defense to withstand an immediate attack. Large invasion forces would be able to travel without using the gates.
Is this usable?
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