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Sid Meier's Post-Apocalyptic Civlike Funtime Bash

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  • #16
    Sid Meier's Post-Apocalyptic Civlike Funtime ???

    But Sid won't be helping us Spikie

    -Jam
    1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
    That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
    Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
    Taht 'ventisular link be woo to clyck.

    Comment


    • #17
      Fair enough...............though that hasn't stopped him taking credit in the past.

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      • #18
        Blasphemy! How dare you suggest to use the name Sid Meier for a CtP mod
        Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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        • #19
          I'll fetch a stake and some ******s for burning this heretic with shall I?.
          (Note to our American friends - ******s are not what you were thinking)

          /me piles more wood on the fire.

          Warm enough yet Spikie?

          -Jam
          1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
          That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
          Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
          Taht 'ventisular link be woo to clyck.

          Comment


          • #20
            Ah, you're just jealous after the Apidya/Aphidia debacle.

            Comment


            • #21
              Ya got me

              -Jam
              1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
              That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
              Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
              Taht 'ventisular link be woo to clyck.

              Comment


              • #22
                "The Only Good Thing to Come of the Civilization Games General/Future Forum" Collaborative Post-Apocalyptic Civlike Funtime Bash
                Concrete, Abstract, or Squoingy?
                "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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                • #23
                  Not bad...........but will it fit on the box?

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                  • #24
                    There's no stopping DrSpike today, ladies and gentlemen. There will now be a Dr S. Pike somewhere in the mod as a mark of recognition.

                    -Jam
                    1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                    That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                    Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                    Taht 'ventisular link be woo to clyck.

                    Comment


                    • #25
                      Stefu's CivApocalypse

                      More seriously, I wasn't thinking along the same lines as War of Art for a postapocalyptic Civ.

                      Basically, I was much more thinking about a postapocalyptic "empire rebuilding" game which starts at the time some tribes (including yours) are organized and on the surface. As such, the game wouldn't span on a city, but on the whole world (or a large area anyway).

                      To me, such a game would be about restoring Civilization like it was before the apocalypse and even make it better, i.e the game would last hundreds of years, like SMAC.

                      The big differences between such a post apocalyptic Civ, and a ordinary Civ would be that :

                      - "goody huts" (things that give bonuses) would be much more important than in civ, for they contain valuable hardware your Civ won't be able to reproduce / outproduce for the centuries to come.

                      - at the beginning, tribes would be much smaller and much more numerous than in Civ. The idea is that many, many groups of survivors are spread around the world. As such, your tribe doesn't have to "settle" the world, for it is already settled. Your expansion will either be diplomatic or militaristic.

                      - there is much to be earned by pillaging the others, at least at the beginning of the game. A post apocalyptic world is characterized by shortages in everything (food, population, material etc.). As such, the results of pillage can bring shields, food, commerce and slaves to your tribe.

                      - there should be a way to have successful nomadic tribes which live either off small scale hunt/gathering, or off pillaging.

                      - the more I think of it, the more I think a system à la Colonization would do well. The trick is : given the rarity of manpower, people are forced to be jacks of all trades, including military people. As such, any battle fought by your tribe may have dire consequences on your population. So, I think it would be adapted to have on the one hand the population, and on the other hand the hardware (weapons, plows, axes, you name it), and give the hardware to the population. Unarmed people can be captured as slaves, and unequipped people will work with very low efficiency in your villages)
                      "I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
                      "I never had the need to have a boner." -- Dissident
                      "I have never cut off my penis when I was upset over a girl." -- Dis

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                      • #26
                        I think the only substantial difference between either model (both great ) is the scale. Should it be a whole world, and thus probably set on the surface, or under a city.

                        Have "Bunkers" as Civ's "Cities", and keep all units covered until the radiation dies away. The city expansion mod then means your bunkers can expand of their own accord, and of course, tile improvements can be placed should you wish to grow a bunker in one particular place. (or even discourage a bunker in a particular place I guess could be coded, though why you'd do it I don't know)

                        I think there's still space in the PW tile improvement box to add some imps. The fun will be teaching the AI...

                        Tech win by... cleaning the radiation away? Spaceship to AC (get me off this god damned planet option) ?

                        The rest of what you suggest is eminently doable. Nomadic civs have been something I've wanted for a long time, despite the fact that "nomadic civilisation" is practically an oxymoron, and goes against the entire civ principle. I think with enslavement of non-armed persons, and maybe a low-level reproduction event, thiw ould work nicely.

                        CtP2 question: if a slaver enslaves a settler but the slaver owner has no city, what happens? The slave just gets lost?
                        That would make for a great nomadic device, but would be unusable for non-nomadic civs, unless slic can intercept the function and create a civilian unit rather than a slave in the next city.
                        Concrete, Abstract, or Squoingy?
                        "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

                        Comment


                        • #27
                          Immortal :

                          Actually, my idea for a "nomadic" Civ was closely bound with the idea of pillage. The noamdic Civ would be closely bound to a unit (let's call it the "clansmen") that basically acts as a moving village. However, it can not grow without pillagin food from other settlements.
                          In a Civ-system, the "Clansman" produces as much food, shield etc. than the tile he is located on would suggest (for example, would he be on a grassland, the clansman would produce 2 food and one shield - I'm using Civ2's examples for us to understand each other, nothing else).
                          As such, the "clansman's" production comes mostly from pillaged settlements, which bring much food, shields and money to your clan. When enough shields are gathered, the production in progress is finished (like new guns or so). When your clan grows, you have a new citizen that you can turn into a military unit or a new clansman.

                          Clansmen can build everything except city improvements, of course.
                          "I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
                          "I never had the need to have a boner." -- Dissident
                          "I have never cut off my penis when I was upset over a girl." -- Dis

                          Comment


                          • #28
                            BTW, it may be (no pun intended) my Fallout heritage, but I'm not fond of having an empire-rebuilding game waged underground because of some kill-all radiation. I'd much prefer it in the open, even if agriculture is hard to wage efficiently before some new tech is doscovered.
                            "I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
                            "I never had the need to have a boner." -- Dissident
                            "I have never cut off my penis when I was upset over a girl." -- Dis

                            Comment


                            • #29
                              why put Sid's name on it? Seeing Brian Reynolds' name on the box would be a bigger draw for veteran civ2 players

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                              • #30
                                It should definitely be above ground.
                                The cities would still represent bunkers, places where your units are safe from the radiation. But once they go outside after a while their health drops from radiation.

                                A while ago i tried to do something like Spiffor's clansmen idea in CtP1, by giving a city movement points....off course, it didn't work
                                But still, a nomadic tribe is basically a moving city that can't build buildings, is that possible in CtP2?
                                Or, bulidings can be built, but once the city moves, the buildings are lost.
                                It would make a great trade-off for every player.
                                Do you move your city to a better place, with less radiation maybe.
                                Or do you keep your improvements.
                                <Kassiopeia> you don't keep the virgins in your lair at a sodomising distance from your beasts or male prisoners. If you devirginised them yourself, though, that's another story. If they devirginised each other, then, I hope you had that webcam running.
                                Play Bumps! No, wait, play Slings!

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