This issue came up in the "Everybody Plays" thread recently, and I figure it was time to discuss what I see happening in Clash. These are of course group decisions, but this is how I think it should be pending further enlightenment by you
Since Clash is trying to stick a bit closer to historical reality than FE the Civilization series, there will be several notable differences in terms of Expansion and Settlement.
There will Not be huge swaths of virgin territory just waiting to be settled*
There will be People everywhere (historically most common)
Those people will be In (normal) Civilizations, "Barbarian Civs", and Nomad tribes
*The way the map in Demos 5 and 6 looks, with just a few one-square cities is due more to code reorganization history than anything else. For those of you who weren't around at the time, Demo 4 had a fully-populated map organized into provinces with no explicit cities. Gary is expected to get real provinces with cities functional in the code any day now, along with the other good things he's doing to make scenario design accessible thru xml files.
Barbarians will be (I think) represented as Civs, but ones with no centralized control. They are sort of the extreme limit of a feudal state. Note that I'm just using the term Barbarian since its common in the genre. The "barbarians" could actually be more technically sophisticated than a "ususal" civilization in extreme cases. The Barbarian Civs (looking for a better name) are the closest analogy to the virgin territory seen in civ-type games. They have territory that can be settled thru migration by standard civs, but usually that territory needs to be taken by force. However since Barbarian Civs have little centralization, their ability to oppose an organized military force is frequently limited. More on this below.
In order to limit memory and processor use Certain Marginal squares (mountains, desert, steppe early in the game) will be prohibited from having Civ (agricultural) people on them. But Nomad Tribes can still exist there. Nomad tribes are basically self-sustaining military units. I am thinking mostly of the pastoralist cultures of the steppes here, since they made the biggest mark on history. I'm not sure how they fit into the game architecture in terms of whether they are a technically a civ or not. That is one thing I hope we will figure out in this thread! Nomads can also exist on better ground so long as their military power is sufficient to hold it.
Nomads can generally give the civs Big military headaches in pre-gunpowder days. Players can start as ruling a nomad civ, but the goal long-term must be to turn that military potential into territory, because the Nomads' days are numbered.
Expansion:
Expansion will more often involve bloodshed in Clash, but the squalid square that you took over can still come to be populated predominately by the people of your civ, and the city that rises there can still be Yours. Migration both in and out can be used to address the population balance in any conquered territory. Migration has been discussed at some length in the past on this forum. If anyone is interested in seeing the details coming out of the old discussions please do a search on "migration". If you find good stuff, please put a link to it in this thread.
Smaller groups of people, be they collapsing civs, barbarians, or nomads, can elect to freely join your civ. That should be one of the benefits that players should derive for being basically decent to their people.
More on Barbarians (much of this is true for nomads also):
The Barbarian Civs only engage in raiding activity, trade, and diplomacy. Note that for simplicity you will have only one diplomatic state with the civ, even though they really have no centralized authority. This is just to streamline the game. Your diplomatic state with respect to them drastically influences how much they raid you. Normal raids just steal money from your treasury, and may destroy economic infrastructure or result in loss of people. Sometimes a barbarian will "raid in force". When this happens they actually try to take over your territory, and can sometimes be quite successful. Raids in force would become much more common as diplomatic level degrades toward war.
If you attack another civ it generally automatically constitutes a declaration of war. However, this is not true for the barbarians. Because of their decentralized nature barbarians are not really a state at all. They are really groups of small states with similar culture. For this reason, attacking a particular square of a barbarian civ will not necessarily result in the whole group declaring war on you. Each attack you make will typically worsen the relationship by a random amount. Considering the current diplomatic state, and any current attack, you may push the barbarian civ directly into a state of war with you. That simulates tribes that you are picking off one-by-one figuring out what is going on, and uniting to try and either defeat you, or at least make it too painful for you to continue.
I consider there will sometimes be internal events that can cause Barbarian or nomad civs to achieve greater cohesion. This is what the player running a nomadic civ must try to achieve. Internal battles that result in the loser offering fealty to the winner are an obvious way to handle this.
Thoughts on this topic solicited!
Since Clash is trying to stick a bit closer to historical reality than FE the Civilization series, there will be several notable differences in terms of Expansion and Settlement.
There will Not be huge swaths of virgin territory just waiting to be settled*
There will be People everywhere (historically most common)
Those people will be In (normal) Civilizations, "Barbarian Civs", and Nomad tribes
*The way the map in Demos 5 and 6 looks, with just a few one-square cities is due more to code reorganization history than anything else. For those of you who weren't around at the time, Demo 4 had a fully-populated map organized into provinces with no explicit cities. Gary is expected to get real provinces with cities functional in the code any day now, along with the other good things he's doing to make scenario design accessible thru xml files.
Barbarians will be (I think) represented as Civs, but ones with no centralized control. They are sort of the extreme limit of a feudal state. Note that I'm just using the term Barbarian since its common in the genre. The "barbarians" could actually be more technically sophisticated than a "ususal" civilization in extreme cases. The Barbarian Civs (looking for a better name) are the closest analogy to the virgin territory seen in civ-type games. They have territory that can be settled thru migration by standard civs, but usually that territory needs to be taken by force. However since Barbarian Civs have little centralization, their ability to oppose an organized military force is frequently limited. More on this below.
In order to limit memory and processor use Certain Marginal squares (mountains, desert, steppe early in the game) will be prohibited from having Civ (agricultural) people on them. But Nomad Tribes can still exist there. Nomad tribes are basically self-sustaining military units. I am thinking mostly of the pastoralist cultures of the steppes here, since they made the biggest mark on history. I'm not sure how they fit into the game architecture in terms of whether they are a technically a civ or not. That is one thing I hope we will figure out in this thread! Nomads can also exist on better ground so long as their military power is sufficient to hold it.
Nomads can generally give the civs Big military headaches in pre-gunpowder days. Players can start as ruling a nomad civ, but the goal long-term must be to turn that military potential into territory, because the Nomads' days are numbered.
Expansion:
Expansion will more often involve bloodshed in Clash, but the squalid square that you took over can still come to be populated predominately by the people of your civ, and the city that rises there can still be Yours. Migration both in and out can be used to address the population balance in any conquered territory. Migration has been discussed at some length in the past on this forum. If anyone is interested in seeing the details coming out of the old discussions please do a search on "migration". If you find good stuff, please put a link to it in this thread.
Smaller groups of people, be they collapsing civs, barbarians, or nomads, can elect to freely join your civ. That should be one of the benefits that players should derive for being basically decent to their people.
More on Barbarians (much of this is true for nomads also):
The Barbarian Civs only engage in raiding activity, trade, and diplomacy. Note that for simplicity you will have only one diplomatic state with the civ, even though they really have no centralized authority. This is just to streamline the game. Your diplomatic state with respect to them drastically influences how much they raid you. Normal raids just steal money from your treasury, and may destroy economic infrastructure or result in loss of people. Sometimes a barbarian will "raid in force". When this happens they actually try to take over your territory, and can sometimes be quite successful. Raids in force would become much more common as diplomatic level degrades toward war.
If you attack another civ it generally automatically constitutes a declaration of war. However, this is not true for the barbarians. Because of their decentralized nature barbarians are not really a state at all. They are really groups of small states with similar culture. For this reason, attacking a particular square of a barbarian civ will not necessarily result in the whole group declaring war on you. Each attack you make will typically worsen the relationship by a random amount. Considering the current diplomatic state, and any current attack, you may push the barbarian civ directly into a state of war with you. That simulates tribes that you are picking off one-by-one figuring out what is going on, and uniting to try and either defeat you, or at least make it too painful for you to continue.
I consider there will sometimes be internal events that can cause Barbarian or nomad civs to achieve greater cohesion. This is what the player running a nomadic civ must try to achieve. Internal battles that result in the loser offering fealty to the winner are an obvious way to handle this.
Thoughts on this topic solicited!
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