What follows is the first draft of a design brief for a MOD I've got in mind.
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--------------------------------------------------------------------------- World At War! MOD - Dates: January 1900 to December 1949. - Turns: 600. Each month is a turn. - Based on the history of the World at War incorporating World War I & II. [b]Starting situation:[/b] 1. Start with one established city. . Size: 10. . Starts with basic infrastructure. . Starts with Factory. 2. Start with 3 settlers. 3. Start with 3 riflemen. 4. Start with 2 artillery. 5. The first tech on the list is "Tank Warfare". 6. Start with pre-established government. 7. AI's start with a random "plan". - Agressive attacker plan. - Agressively builds units and military infrastructure for attack. - Agressively uses diplomacy for demands and ultimatums. - Agressively seeks to conquor. - Follower attacker plan. - Agressively builds units and military infrastructure for attack. - Uses diplomacy normally. - Follows Agressive attacker when conquoring. - Agressive defender plan. - Agressively builds units and military infrastructure for defense. - Agressively uses diplomacy for keeping the peace. - Agressively defends itself and allies. - Agressively helps friendly neutrals attacked by enemies. - Follower defender plan. - Agressively builds units and military infrastructure for defense. - uses diplomacy normally. - Follows Agressive defender when defending. - Sleeping giant plan. - Normally builds units for defense. - Agressively builds infrastructure for development. - Uses diplomacy normally for everything. - Agressively seeks allies and friends. - When attacked agressively builds units for defense/attack. - Changing percentages from "agressive defense" to "agressive attack". - Agressively defends itself and allies. - Agressively helps friendly neutrals attacked by enemies. 8. Everyone neutral to each other. 9. Regard for similar governments enhanced. 10. Regard for opposite governments decreased. (Except Sleeping giants) [b]Gameflow Aims:[/b] 1. To simulate the political, economic, scientific and military upheaval during the first 50 years of the 20th Century. 2. To allow for a game full of diplomatic intrigue, alliances, betrayals, aggressors, defenders and scientific achievement. 3. To allow the player to have a full-length game based on modern warfare using ground, sea and air forces common to the period. [b]Features:[/b] 1. Unique tech tree based on the period. 2. Variety of units based on the period. 3. An AI that attacks, defends, researches and is diplomatic according to their personality. (See above) 4. Historic events like Communist revolutions, ethnic purging, chemical trench warfare and the Great Depression.
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