quote:![]() I wouldn't mind having the option to have up to 32 civs, provided that it doesn't overwhelm the AI and make the game crash. This is something to consider; CTP, with its animations and multilayered maps, and extra civs was crash-o-matic city! The creators should research the stability of the build with all those extra civs to run. I have a suggestion with regards to minor civs. By the time civilization appeared, humans had already spread all over the earth. Civilizations geberally expanded into areas already inhabited by other people, so increase the density of goody huts, and make them all inhabited. Upon advancing onto a populated hut, there would be several possible outcomes: (1)The natives surrender, and (a)found a city on the spot, (b)you ask them to move, and they do so peacefully, or (c)you ask them to move and they revolt. (2)The natives fight back, and (a)they lose and acquiesce to your commands, or (b) they win and become barbarians. (3)The natives ask for a bribe to join your tribe, if you don't pay they fight. (4)If slavery is incorporated into the game, you may attempt to enslave the natives, whereupon they may or may not fight. (5)The natives escape, and settle elsewhere or come back as barbarians. Some goody huts would include money, advances, and etc. in addition to population. The tech level of the goody huts would increase according to the tech levels of any nearby civ. If there aren't any nearby civs, then the tech level is either basic, or about the level of the lowest civ on the map. Goody huts could have city improvements appropriate for their tech level, thereby acting like minor civs. You could even let them have names, and give them a chance to revolt until they have been assimilated after x number of turns. ![]() |
quote:![]() I do warmly support the idea of Strangelove to have 'natives' all over the world, not necessarily enthusiastic to become 'civilized'. It would result in the creation of a rural population, as advocated by Doberman, and his CIVilians. In my opinion an even better idea would be to make most of those 'natives' nomadic pastoralists/hunter-gatherers. Roaming about they could easily come into conflict with sedentary civilizations. It would make expansion in the beginning of the game less obvious, resulting in a more exciting start of Civilization. It would also help to counteract ICS and be more realistic too. ![]() |
Dear Joker,
Did you consider this idea of Stangelove? Combined with my 'Domestic Politics' it could result in a game interesting from the start, even in 3500BC.
Expansion would become quite difficult, when the dangers of agressive nomads or disintegration of empire would be a reality. Nor should we ever forget peasant revolts or religious conflicts!
As names for the first and second period I would suggest Ancient(~4000-~800BC) and Classical(~800BC-~200AD). In China some sort of medieval period started with the end of Han in 220AD.
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