Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Protected Origin Sites for WorldGen  (Read 814 times)

AMTiger

  • Bay Watcher
    • View Profile
Protected Origin Sites for WorldGen
« on: July 12, 2021, 02:26:02 am »

An option for advanced world gen, that gives each civ's original site, plot armour. Can't be destroyed, can't be conquered.
As an option, off by default so it only effects them as want it.
and just a safeguard so you can actually GEN a world with more than one civ. And would allow wild, dangerous worlds teaming with megabeasts and the like as well.
Or if not original site, maybe it kicks in whenever a civ has only one site left. Be it fortress, town, tomb or just a camp. Just so you can force maps to be playable and not sit through 1000 years of a large map just to find out all those healthy looking civs were actually just one unplayable goblin one on inspection.
« Last Edit: July 12, 2021, 02:34:59 am by AMTiger »
Logged

FantasticDorf

  • Bay Watcher
    • View Profile
Re: Protected Origin Sites for WorldGen
« Reply #1 on: July 14, 2021, 05:09:59 am »

Still in terms with the concept of "Plot Armor", perhaps this site in a broad sense has the protection of the race's patron-diety which sends a being (i would say a angel, but rarely they are represented in a certain way) to fight off monsters when one appears until they mysteriously dissapear, die, or have some relationship change with their creations that impacts their ability or willingness to create them.


A alternative way around it is that if the game detects they are the last playable civ, it could generate a hero out of the adventurer pool who is always destined to win these staged apocalyptic fights, and thus build up their reputation as a monster hunter in their time of need. What divine or not divine intervention is always subjective.

Though i dont think Toady will ever subvert a possibility to spontaneously fail. Losing is !Fun!
Logged