Basic Openciv3 Agenda
Here is a list of things that we should base our game system on. I wish, that we could agree on these things quickly, and then start discussing the details of the system.
We had one IRC meeting on Sunday, June 25th. You can find the log in its own thread. We should soon have another one with more people. Suggest times - next Sunday (June 2nd) is the first day that suits me.
Read these thoughts, and comment them here if you wish to change something. Please suggest changes only, if you have some fundamental ideas about changing the system, and don't go to too much detail in your suggestions. This is intended to be only a rough synopsis of the game system.
I tried to add most of the ideas presented in the forums, but I know it's not complete. Hopefully at least the most important features are added.
First of all, I have divided the game into sections, each containing a clearly defined part of the game system. The sections are: Geography, Population, Religion, Culture, Government, Military, Diplomacy, Economy, Construction and Development. Next, I will describe shortly each section and list the key points in them.
Geography
Hexagon tiles would be used. Map would be larger than earlier - 250000 to 400000 would be the number of tiles in a medium map, but smaller ones could be used, if low on memory.
The size of the tiles (in "real world" should be decided, and included in the game rules. This way, we clearly define the geographic scope of the game. It also makes it easier to simulate realistic unit movement, and "real-world-looking" geography. The possible tile sizes might go from 50 kilometers (~30 miles) to 70 kilometers (~45 miles). The respective tile amounts, when creating an Earth map, would be ~190000 and ~390000.
The tiles would have several properties, each with quite large range of values that decide the appearance of the tile, and its characteristics. Compared to the old “terrain type” system, this gives more variety to the terrain.
The tile properties would be tile type, elevation, terrain, temperature, precipitation, rivers, vegetation and fertility. Guildmaster described his ingenious system in the Terrain and Map thread - check it out for details.
There would be a large set of resources that can be produced in the tiles. This is needed for the better economic system. The basic resources, like food, wood, and stone, can be produced nearly anywhere, and the terrain properties decide how much of that resource can be produced in that tile. For mined raw materials, like iron, copper, uranium, and oil, the placement and amount would be decided more randomly, but with some rules involved. For the grown and gathered trade goods, like cotton, silk, wine, and ivory, the terrain determines what can be produced and how much. Some things could be produced only in factories or such.
The map would also feature diseases and natural disasters. Those would follow some simple rules, making them work much like their real-world counterparts. For example in some areas the risk for earthquakes would be much larger than elsewhere. Diseases would spawn in suitable spots on the map and spread worldwide, if conditions are good. Biological weapons would be modeled in the same way.
Population
The people need to have ethnical, religious and national affiliations. Ethnicity is the original home civ of the people; nationality is the current home civ. Each combination of ethnical and religious affiliations is a “group”; people belonging to the same group tend to work similarly in different circumstances, and try to stay together.
Population works independently, and would have some will and needs of their own.
Population is group of people with some properties, deciding how the people in that group react to player’s actions, and how they interact with the world. The properties would be: population amount, reproduction, happiness, age structure, profession structure (what things the people do for living), what things the people are discontented with, the percentages of people belonging to each group, and perhaps some others.
Population produces workhours, that are needed for all production. They also produce "creative energy" that is used for cultural, scientific and religious work.
People need to live in the countryside also; instead of having a population for every tile as I proposed earlier, I thought of having a population for cities, and another population for every region (region idea belongs to government section), that includes all the people living outside cities in that region. Then, each tile without a city would have only the number of people living in that tile.
Religion
Religions would be independent entities in the game, acting somewhat like the civilizations, but they would have different goals, and different means of achieving them. Religions could take part to politics, build and own structures, employ people, and control civilizations. They would not obey geographical or ethnical borders.
The religions could be "born" realistically for example in some city, and start to spread. Each religion could have some characteristics, like monotheism/polytheism, strictness of moral teachings, relation to science, etc.
There could also be some religious "science", theology, dogmatics, etc.
Culture
The goal with this section is to simulate the cultural differences and uniqueness of each nation.
Each civilization has influences from other civilizations. National culture would be divided to sections, like literature and architecture. One part of the culture would be keeping track of how unique the national culture of each civilization is.
Culture has also another part, working quite like science; each civilization has a skill of poetry or drama, for example.
Culture is used mainly for the “look and feel” of the game; it could also affect politics and diplomacy, and be a fond of national pride. Also culture/religion interaction might be interesting.
Government
The goal is to give the player tools to control his empire, and his people.
The people of the country can take part to making decisions. Government in the game is mainly about deciding, who holds the power, and how the country is ruled.
The form of government decides, what the player can do. But; it should not restrict too much the players actions, but also the government types need to be different from each other. This will need some balancing.
For example, in a democratic nation, the player could not do anything he wants. Instead of simply forbidding that action, it might cause unhappiness. That could be fought with PROPAGANDA.
Local government; each country needs to be divided into regions. Each region can have some level of independency. Using regions should be strongly encouraged in the game system, by giving severe penalties when the distance to the region/national capital is long. There could be many kinds of regions - provinces, states, colonies, protectorates etc.
Military
The goal of the military system is to simulate warfare in all eras of world’s history, and in strategic scale. This gives the player the tools to control area and people, and a more aggressive method for diplomacy.
The key difference to the earlier civ games is the use of armies. The player still builds individual units; a unit is defined as a group of men, each carrying same kind of equipment, and their commanders.
But, the player is strongly encouraged to combine different kinds of units into armies. This gives large bonuses for the units for the better coordination, including the fact that different unit types can support each other in the battle.
Even larger bonus is gained by using commanders, special units that are got by a) training them in military academies b) randomly promoting especially skillful soldiers from veteran units c) randomly from ordinary folk, that have proven to be good leaders. Commander includes a general and his staff. If the commander is killed, the army could experience a short-time (one turn) morale drop, and naturally the commander bonus is lost.
Occasionally, the commanders could experience a short-time large bonus, simulating the ingenious generals of world's history - like Julius Caesar and Napoleon. Usually these commanders are very ambitious, and want to conquer the world, also causing revolution in your country. You could choose to support the general - and he might conquer large land areas for you before dying - or not, when you need to fight him.
There should be a large amount of pre-set unit types, that could not be modified very much. But instead of the unit workshop, there could be an "army workshop" where you could tailor the army to suit your needs. For example, when you create an army, you assign a commander to it, create the supply troops for it, and perhaps add some special abilities for it. Then you could station it in a military base, and assign units to it.
Armies could be split and combined.
There would be four domains for the armies: land, sea, air, and space. There would be special rules for battle between each one of these domains: land-land, air-land etc. Depending on the primary domain of the army, there would be armies (operating on land), fleets (sea), air fleets (air), and space fleets (space).
Units require men, equipment, tactics and training. The men need to be taken from the existing population; so, the larger army, the less men working. Damage to the army means, that men die, and need to be replaced from the population.
Another difference to former games would be, that instead of moving the armies tile by tile, they are deployed. Each army would need to be stationed in a military base. The armies would have a deployment range; inside it, they could be placed freely, but they would move there along a route; the enemy could notice them moving, and intercept them. If deployed outside the deployment range, several turns are used. The route of the units is shown on the map; the player can change the route the units will use, if he wants.
Armies also would have an operating range, inside which they could carry out operations the player wants, like scouting, patrolling, attacking, intercepting the enemy etc.
This works as an advanced "go-to" system, and fixes the unrealistic movement in civ2 - moving units across a continent takes centuries, for example.
This system has had some opposition. Some people would like to move their units tile by tile, as earlier. To counter-argument that I have said, that since the map will be larger, it will kill you if you need to move the units around tile-by-tile. I'd like to emphasize, that the player _will_ still move the units, they would just have some advanced auto-moving options, and longer movement range per turn.
The supplying of the units needs to be taken care of. This would work like the trade routes, and the routes would be visible on the map. The routes could be attacked by enemy, trying to cut the flow of supplies. The armies have special supply troops, that take care of the supplying for the whole army. For individual units, you would need separate supply units, and order them to supply that unit.
Diplomacy
The diplomacy should work as conversation between nations; you could make demands, propositions, questions etc. to another country, or just boast with your successes. The other country would then respond.
There should be a wider range of tools for the diplomacy.
Economy
The key point in economy is a more complex system of raw materials and products; economy means producing and exchanging those materials and products.
The ideas presented by Cylon in the Economy thread will be used in the economy model. I will soon refine this section to fit those ideas
Another key point is the private ownership; this is done with companies that would be individual entities of the game, like religions. They could build structures, produce things, trade with other companies and nations and employ people. The companies would also take care of some needs of the people.
There would be one company per civilization that represents the whole private sector of that country. The economic system of that country decides who can own the company.
Some economic phenomena, like supply and demand, inflation etc. should be modeled in the game, keeping in mind the scope of the game.
It would be possible to tax a) your people b) your company c) the countries you are trading with and d) some specific trading good(s)
Trade routes need to be more important. They would go along a visible route on the map. They would not be built by moving caravans as in earlier games. Instead, when you wish to trade, you could make a trade pact with some nation. Then, goods start to move along an existing trade route, or a new one is created. You would need to spend some resources to upkeep the trading capabilities of your nation. This would be done automatically, but you could adjust it if you need to.
Also your people and companies could trade. The trade routes usually don’t go straightly from point a to point b, but they also pass through points c, d, and e, that also benefit from the trading. Usually there very soon appears routes of varying importance on the map automatically. Trade routes increase the importance of the land they pass through. Usually new cities spawn along important trade routes, especially where trade routes cross.
Players could set tolls for the trade routes passing through their territory.
Tourism should play some kind of role in the game. You could build tourist-attraction buildings, exploit your colorful history, or the natural wonders of your country.
Construction
Cities would have infrastructure you need to build when building cities. Cities could also be built automatically under some circumstances.
Also there would be facilities/improvements/structures in the cities - buildings that are used for some specific purpose.
There could be more than one structure of each kind per city.
Most structures could also be built outside cities; often new city is gradually formed if the structure is important. Also farms and mines would be structures.
Structures would be built by starting building projects. Each project needs resources, workforce, and money. The projects could be started anywhere. The needed workmen would come from the nearby region, or you could transport slaves to the site. Usually when large projects are built, the builders remain in the tile, and eventually build a new city.
The wonder system would be refined. Some wonders would be buildings, that can be built only once per game. Some others would be national projects, that each nation could build once.
Companies and religions could build structures, or fund building them.
Perhaps in some cases you wouldn’t build “buildings” but “abilities” for your city; for example in the case of factories etc. You would only fund the building of the production capabilities of your city. Similarly with health care, sewers, water supply etc… Each city would have a “level” in each one of these. Only the largest structures would be buildings, like large temples, seaports, etc.
Some buildings could be customized, by combining some components; for example the military bases.
Development
Development means producing new information and knowledge.
Information is divided to sections: like, academic, applied, military, economic, cultural, religion, social, construction.
We should make a difference between small breakthrough ideas, that most of the civ2 technologies were, like automobile and railroad, and the larger “areas” of information that have very much information to learn, and that are developed gradually over time, like mathematics and physics.
We should use “levels” of knowledge on the larger fields of knowledge; the level would slowly rise over time, depending on several factors. Some areas could for example require some practical work; shipbuilding skill would increase when ships are built. The level could also decrease under some circumstances.
Certain development on certain field could demand certain development on some other field.
There would be some level of randomness involved; in certain circumstances, there would be a possibility x that certain development occurs, or that certain breakthrough idea is made.
The science system needs to take into account more factors. The scientific work is only one part of it. Also some social things etc. would affect it.
The achieved knowledge level can also lower, if enough scientific work is not being made, if ships are not built for a long time for example, or in case of large wars. The loss of science could be partly prevented by building libraries etc.
The technology spreads among civilizations connected with each other. Breakthrough ideas spread more easily. The first one to find certain breakthrough idea could get a bonus.
Some information could be classified to make the information leakage and stealing the tech more difficult.
Using spies to steal technology should be made more realistic; you rarely could steal all of some technology, but you could use spies to increase your knowledge on that area. Breakthrough ideas could be stolen more easily, but in most cases all of the tech could not be stolen.
Also, to steal a technology, you need to have all the prerequisites for it.
That's it. Please don't go too specific in your comments, this is intentionally made rough. Before the specific features can be decided, we have to decide on the principles.
The intention is to start from a civ2-style game, by adding some key enhancements, and by designing the code so, that it's easy to add more functionality later. Please keep this in mind. This is, after all, going to be much like civ2, but of course a lot better and with more depth.

I will be fine-tuning this text later.
[This message has been edited by amjayee (edited June 26, 2000).]
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