Here is the plan for scenario 1 (your plan, I might add):
This does not resemble Delenda in the least, and this is pretty much the line I have been following.
This pretty much goes against the whole notion of the tutorials, and leaves me a bit up in the air.
On the other hand, assuming that this rejection of the Reworking Our Demo Approach is only a temporary aberration:
With the settler unit, 2a is already provided. Suppose we make a type of settler unit which automatically builds a city, and ensure the possibility of building another settler unit exists. Then require the building of two more cities. Ideally this should have the new economics gui available. I do not have too much trouble waiting for that before releasing D7.
Cheers
Tutorial Scenario 1
Start with a fixed map and settlers a la Civ as the focus. Here we will hit the first two “X”s in 4x, Explore and expand.
1. Generate the map, which we can already do no problem.
2a. Make the Clash equivalent of a settler unit and WarriorBand, explore then settle. There will be no “units” other than these two. Since there are no opponents, the warrior bands are only used for exploration.
3. Expansion - we need rules for this, but we can use simple versions of the stuff we're talking about in the Expansion thread. For the purposes of this demo the “people-everywhere” rule I have mentioned before will not apply.
4. Economy - At this point you have a cutting-edge stone age economy with advanced carrot-synthesis methods. I think we should mostly stick to "building" the two units. Also players could use a limited economic gui to build just a few other things, like farms (farm kapital) or increase production (production kapital). One possibility is to limit the player to civ-wide orders to cut down on the confusion factor. For this we will need the capability to let scenarios enable and disable game features. My inclination is to have one special such as gold in the economy to give players some unique squares to try and exploit.
That is it for Scenario 1. The player learns to settle land as in Civ and numerous other games, gets to explore, and expand a bit, guided by the help system. The player learns how to move units, and works a stripped-down economic system gui. I am not sure if there’s a point to having victory objectives for this. Since once people figure the basics out there isn’t much stimulation in going further. But we could make a simple easy-to-achieve target like getting your civ to 300,000 people.
Is this a good amount for the demo? Too much? Not enough?
Start with a fixed map and settlers a la Civ as the focus. Here we will hit the first two “X”s in 4x, Explore and expand.
1. Generate the map, which we can already do no problem.
2a. Make the Clash equivalent of a settler unit and WarriorBand, explore then settle. There will be no “units” other than these two. Since there are no opponents, the warrior bands are only used for exploration.
3. Expansion - we need rules for this, but we can use simple versions of the stuff we're talking about in the Expansion thread. For the purposes of this demo the “people-everywhere” rule I have mentioned before will not apply.
4. Economy - At this point you have a cutting-edge stone age economy with advanced carrot-synthesis methods. I think we should mostly stick to "building" the two units. Also players could use a limited economic gui to build just a few other things, like farms (farm kapital) or increase production (production kapital). One possibility is to limit the player to civ-wide orders to cut down on the confusion factor. For this we will need the capability to let scenarios enable and disable game features. My inclination is to have one special such as gold in the economy to give players some unique squares to try and exploit.
That is it for Scenario 1. The player learns to settle land as in Civ and numerous other games, gets to explore, and expand a bit, guided by the help system. The player learns how to move units, and works a stripped-down economic system gui. I am not sure if there’s a point to having victory objectives for this. Since once people figure the basics out there isn’t much stimulation in going further. But we could make a simple easy-to-achieve target like getting your civ to 300,000 people.
Is this a good amount for the demo? Too much? Not enough?
But the Game in demo 7, after we restructured our approach in the Reworking thread, was still supposed to be something like the old Delenda scenario. At least that was what I thought. If we don't have something like that, we will give the appearance that we are going Backwards in features.
On the other hand, assuming that this rejection of the Reworking Our Demo Approach is only a temporary aberration:
With the settler unit, 2a is already provided. Suppose we make a type of settler unit which automatically builds a city, and ensure the possibility of building another settler unit exists. Then require the building of two more cities. Ideally this should have the new economics gui available. I do not have too much trouble waiting for that before releasing D7.
Cheers
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