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Author Topic: Idea's for Worldgen (and continued Worldgen)  (Read 1250 times)

Infyra

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Idea's for Worldgen (and continued Worldgen)
« on: December 13, 2012, 09:44:44 am »

As a mostly Adventure mode player I have thought of some things that would make a world more believable or interesting to play on.
I have no idea how much of these idea's are already making into the game with the new upcoming changes, but I see so much potential to this game I just want to add:

"Pre-Worldgen"
Creation myth involving the gods and mythical beasts, mythical people and ancient civilizations
Including - god alliances, banished/forgotten gods, annihilated civilizations from which only ruins remain.

Civilization with tech levels increasing as they go.
Civilizations "evolving" because of civ or worldwide events, such as survivers becoming an effectively new civilization or the splintering of a civilization in new ones.
Civilizations mysteriously dissapearing because of various reasons (fled to another dimension, banished, annihilated, disease)
Civilization merging: forming a new united civ because of some outside threat or age of peace (might already be the case), empires forming through conquering kingdoms.

Worldwide events
Catastrophe's, affecting all live on the world (possibly related to a god or a civilization acting (e.g. Forbidden technology/magic.) - initializing new ages.

More direct questions about history, giving a more detective / hidden history feeling, making history knowledge exclusive to either learned people or old people or people who could have reasonably known about said events. Making older events harder to figure out.
(Tell me about this Town/Hamlet/Fortress or a specific zone, suggestion to NPCs who might know more about requested information).

Prophecies found in books or on old art / told through the generations. Ingame effect if prophecy is carried out. Or a "post worldgen" which affects events to a certain direction making the player act against bad prophecies or towards good ones.

Alternate Dimensions with portals leading there (Alternate worldgen with same seed for landmasses, or a split at a certain point in worldgen generation two simular but quite different worlds). Could also be time travel, removing certain actors in the past might change the future through simulated worldgen when traveling back to current age.

Forgotten Beasts or Mythical creatures showing up later in World Gen (individuals) or earlier individuals going dark and reappearing later for various reasons (such as prophecies).

More groups forming around individuals like the bandit camps or necromaners now, making certain central NPC's more imporant to worldgen and history in general (for example a legendary emperor).

Forming of hero bands in worldgen, legends formed around these individuals and the gear they used, plus their exploits.
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pisskop

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Re: Idea's for Worldgen (and continued Worldgen)
« Reply #1 on: December 13, 2012, 09:48:05 am »

Good ideas, but I'd be more or less satisfied with a 'screening function' before I saved, and the ability to stop and start the worldgen to check this.  I'd also want to continue it past my given date.  Maybe some minor god abilities. (Earthquakes and disasters are cool).

Also, Toady, if you read this, my worldgen won't gen worlds past 161 years, no matter the size or complexity!  why, and fix it!
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XXSockXX

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Re: Idea's for Worldgen (and continued Worldgen)
« Reply #2 on: December 13, 2012, 10:28:53 am »

Also, Toady, if you read this, my worldgen won't gen worlds past 161 years, no matter the size or complexity!  why, and fix it!

That's weird. Are you perhaps using the "stop at x percent megabeasts dead" setting? Are you manually setting an end date?

Ongoing world gen is coming soon and I'm very excited about it. I'm more of a fort player, but that should have a big impact on fort mode as well.
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Robosaur

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Re: Idea's for Worldgen (and continued Worldgen)
« Reply #3 on: December 13, 2012, 11:12:50 am »

Chance of War setting
The higher it is, the likelier various races will war against each other. This acts as a multiplier in addition to the chances caused by Ethics.
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