Diplomacy
Economy[*]The economy should be as faithful as possible to a supply and demand system that simulates to some extent real world economic principles.
Government
Military
Philosophy[*]The game should be completely open ended, more like a technology toy than a game. We should be more like simcity than civ. The reason civ type games get played over and over again is because people love to watch potential history get made. When people recount their greatest games of civ it is the interesting situations that occur in the game, it is when you face off in a nuclear war with the mongols that you remember, not just the fact that you won the game. The joy of this game should be in the joy of playing not in the destination of the game.
Population
Rise and Fall of civilizations[*]Naturally civilizations should rise and fall in this game. Power should wax and wane. It should be almost impossible to have a civilization be dominant from the beginning of the game to the end without ever stumbling.[*]There should be a model to simulate civil strife in an empire. Ethnicity, religion, political ideology, and general welfare should be the foundation of strife.[*]The military if not properly controlled should have political ambitions, if a civilization does not have a tradition of civilian authority, then it should be ripe for a long chain of military juntas.[*]Civilizations in the midst of competitive situations should prosper, and civilizations isolated from others should stagnate in terms of competitive endevers.[*]Adapt or die should be the overriding principle behind the game.
Technology
Unique Features[*]The player will play a number of different leaders throughout the game, and when it comes time to choose a new leader the player will get a list to choose from.[*]Characters should be one of the resources in this game. Characters should have major influence on all aspects in the game. In the game you should have a cabinet, in which instead of having no name generic advisors you should have specific characters who help you run your civ. The character you play in the game should be represented. All characters should be dynamic meaning their stats should go up and down. Character management has always been a fascinating part of the games it has been in and this could help to give our game a role playing aspect.
User Interface[*]The user interface should be simple and powerful. Something like a windows 98 icon bar should be in the lower part of the UI window with all of the
please add in your suggestions for the features you want
this is just the preliminary list. please add your comments...i feel that we should go from general to specific and keep the entire game in mind while we think about the features...maybe enough discusion could help design the first demo...this is the start of the design document that i described in the other post
PLEASE post how you think the game should play and feel, lets hammer out a clear game philosophy that we follow, this will help us as we figure out how to implement the specific features.
also if u think any categories need to be added please suggest away...i will edit this first post as needed to reflect the discussion and i will try to keep it as up to date as possible...i might even ask onepaul to make this a sticky thread
well i have to go now but i'll be back later
korn469
Economy[*]The economy should be as faithful as possible to a supply and demand system that simulates to some extent real world economic principles.
Government
Military
Philosophy[*]The game should be completely open ended, more like a technology toy than a game. We should be more like simcity than civ. The reason civ type games get played over and over again is because people love to watch potential history get made. When people recount their greatest games of civ it is the interesting situations that occur in the game, it is when you face off in a nuclear war with the mongols that you remember, not just the fact that you won the game. The joy of this game should be in the joy of playing not in the destination of the game.
Population
Rise and Fall of civilizations[*]Naturally civilizations should rise and fall in this game. Power should wax and wane. It should be almost impossible to have a civilization be dominant from the beginning of the game to the end without ever stumbling.[*]There should be a model to simulate civil strife in an empire. Ethnicity, religion, political ideology, and general welfare should be the foundation of strife.[*]The military if not properly controlled should have political ambitions, if a civilization does not have a tradition of civilian authority, then it should be ripe for a long chain of military juntas.[*]Civilizations in the midst of competitive situations should prosper, and civilizations isolated from others should stagnate in terms of competitive endevers.[*]Adapt or die should be the overriding principle behind the game.
Technology
Unique Features[*]The player will play a number of different leaders throughout the game, and when it comes time to choose a new leader the player will get a list to choose from.[*]Characters should be one of the resources in this game. Characters should have major influence on all aspects in the game. In the game you should have a cabinet, in which instead of having no name generic advisors you should have specific characters who help you run your civ. The character you play in the game should be represented. All characters should be dynamic meaning their stats should go up and down. Character management has always been a fascinating part of the games it has been in and this could help to give our game a role playing aspect.
User Interface[*]The user interface should be simple and powerful. Something like a windows 98 icon bar should be in the lower part of the UI window with all of the
please add in your suggestions for the features you want
this is just the preliminary list. please add your comments...i feel that we should go from general to specific and keep the entire game in mind while we think about the features...maybe enough discusion could help design the first demo...this is the start of the design document that i described in the other post
PLEASE post how you think the game should play and feel, lets hammer out a clear game philosophy that we follow, this will help us as we figure out how to implement the specific features.
also if u think any categories need to be added please suggest away...i will edit this first post as needed to reflect the discussion and i will try to keep it as up to date as possible...i might even ask onepaul to make this a sticky thread
well i have to go now but i'll be back later
korn469
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