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- FACTIONS & OTHER MINOR CIVS
- Their point is to bring a tad of dynamism to the countryside
- <BARB CITY TYPE>
- Each barb city gets a building that gives it a particular type, roughly a racial leaning
- Elven
- Dwarven
- Patrian
- Human
- Lizard
- Vahua
- Orcish
- Undead?
- Units would then get the racial for free and thus appear to be of that race
- The artstyle of the city should be changed accordingly
- Also, the name of the city would depend on this type
- ::Implementation
- Hijack CvGame::foundBarbarianCiv()
- Calculate the type of civ the city will get
- use setCivilizationType, this takes care of everything else
- <TRADE LEAGUE>
- When half the players have researched Trade, spawn a Trade League using some barb city and gets new ones overtime
- Befriending the League has several advantages:
- - you can recruit ships as mercenary-like units
- - trade routes in TL cities have a +100% bonus (on top of the other bonuses)
- Making an enemy out of them has disadvantages:
- - you get diplo penalties from every leader (who's not in the same case) if you have a less than "Cautious" level with the TL
- - pirates ship will plunder your sea lanes
- - if you're connected by land, indy mercenaries will harass you
- However, one big advantage of conquering the TL:
- - each city has a special building that makes it particularly good at trading (League Hall, +200% trade yield)
- - their capital has a world wonder
- <RELIGIOUS SEES & ORDERS>
- The See of a religion appears when a specific religion has no good normal player candidate to get a holy city
- It spawns with a settler at some place
- It has a special palace granting it a huge defense bonus
- periodically, it gets immigrants from unhappy cities with its religion
- The Sees can become Military Orders if they gain enough War points
- Then, they are forever at war with those not of their religion and get free units instead of immigrants
- <EMERGING CIVS>
- If a barbarian city gets a high enough population, it has a chance to become a full civilization
- Which civ depends on which exists and on which barb type it is
- Similarly to Revolutions, it can be a warlike civ or a peaceful one
- Note that if it should be an elven civ and all already exists, factions should be checked to make sure we don't appoint a leader that is leading a rival faction in one of the other elven civs
- <GUILDS>
- Guilds become self-spread, like in SoI
- their criteria are nearby resources, amount of science, prod, gold generated, etc.
- they appear after a certain tech is researched
- once the player builds a guild building (an HQ?), they become a faction to contend with
- you get their units like you'd get mercenaries -- if the guild doesn't like you, they won't offer you units; the stronger it is, the more levelled the units will be
- if they really dislike you, they might try to take over their siege-city if they're military guilds
- if not, they'll simply leave (removing the buildings)
- AI
- Give the AI goals that aren't necessarily about winning
- For instance, a Sheaim could want to raise the AC higher than 50
- CULTURE AND CIVICS
- Bring down the # of civics categories to three or so: Government, Religious Stance and Racial Stance
- <GOVERNMENT>
- Would allow you to choose your government: Monarchy, Republic, etc.
- <RELIGIOUS STANCE>
- How you feel about religion: Disorganized believers, Central Church, Syncretic Philosophy, etc.
- <RACIAL STANCE>
- How you perceive races: Human Domination, Patrian Heritage,
- Those would control what kind of factions you may have to face; Patrian Heritage would greatly get on the nerves of non-Patria citizens, etc.
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