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Author Topic: Reformation of an extinguished civilization  (Read 1035 times)

wallish

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Reformation of an extinguished civilization
« on: August 03, 2008, 02:26:02 pm »

Right now, if a civilization is wiped out during worldgen it is gone.  Even if there are a bunch of members of that civilization left (e.g. elven civilizations wiped out but still many elves running around).  So why not have those wandering creatures form groups as they meet and eventually get large enough (20 or so?) to build a small town.  Then they start breeding again and eventually expand.  That way when worldgen ends some of those civilizations may have recovered.
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MMad

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Re: Reformation of an extinguished civilization
« Reply #1 on: August 03, 2008, 05:01:34 pm »

Makes sense. Hopefully this is already planned. :)
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Zogundar

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Re: Reformation of an extinguished civilization
« Reply #2 on: August 03, 2008, 05:03:49 pm »

On a similar note, it would be cool if currently deceased groups and civs on the Legends screen were listed as such.

*EDIT*
Actually, a birth/death date for a civ/group would be even better.
« Last Edit: August 03, 2008, 09:56:23 pm by Zogundar »
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Dae

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Re: Reformation of an extinguished civilization
« Reply #3 on: August 03, 2008, 06:10:56 pm »

Could probably be linked to revolution, rebellion and all that sort of thing.
When inhabitants from a city are far outnumbered by their elven slaves, the slaves could try to rebel and, in case they succeed, either flee to the nearest retreat or make the town part of the nearest elven civ.

Although your idea of some elves meeting, keeping in touch, traveling/escaping together to find more elves and then find a place to live peacefully is quite awesome.
Especially when you can be given the quest to find and kill them.

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Paul

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Re: Reformation of an extinguished civilization
« Reply #4 on: August 03, 2008, 09:03:44 pm »

I think they already do this.

In one of my worlds I was looking through the historical map, and saw that a dwarven civ conquered most of a goblin civ, which was at the north side of the map, and several years later in another section of the world I noticed that a goblin site was just popping out of nowhere between several dwarven and human sites. Looking at it, it was the same civ as the one that was conquered by the dwarves in the northern area of the map. I embarked on a nearby site using the northern dwarves as my civ and the nearest goblins (the new site that popped up) was still set as WAR.

The legends for the civ didn't say anything about migrants surviving and moving on or anything, it just said they founded a new site and then listed temples and crap that they built there - several years after the listings for their other sites being destroyed/captured.
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i2amroy

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Re: Reformation of an extinguished civilization
« Reply #5 on: August 04, 2008, 12:35:01 am »

Right now, if a civilization is wiped out during worldgen it is gone.  Even if there are a bunch of members of that civilization left (e.g. elven civilizations wiped out but still many elves running around).  So why not have those wandering creatures form groups as they meet and eventually get large enough (20 or so?) to build a small town.  Then they start breeding again and eventually expand.  That way when worldgen ends some of those civilizations may have recovered.

Then, you could add the play now option to a race and start 30 adventurers or so and recreate a dead race. That would be pretty cool. If combined with the idea that was being talked about to re-speed time up to worldgen speed, you could introduce a new deadly race into a world that had never had it before, and then watch as it conquered the world.
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