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Author Topic: Creation and dissolution of civilizations during worldgen  (Read 572 times)

RavingManiac

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Creation and dissolution of civilizations during worldgen
« on: March 23, 2010, 04:24:37 am »

During worldgen, civilizations should rise and fall with time. An isolated group of cities might rebel and declare independence from an empire, a kingdom might split over a succession dispute, several wandering tribes might form a coalition, an entire civilization could dissolve into various city-states. Stuff that will keep worldgen interesting even after a thousand years have been calculated.

At the dawn of time, there could even be an initial absence of civilization, with only various wandering tribes and villages, eventually uniting under the rule of powers, or in opposition to them.
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The resulting party killed 20 dwarves, crippled 2 more and the remaining 9 managed to get along and have a nice party.

Pilsu

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Re: Creation and dissolution of civilizations during worldgen
« Reply #1 on: March 23, 2010, 06:39:32 am »

Not every civ being formed in year 1 would indeed be an improvement. Do remember however that the players need to be able to control the generation of the resulting cultures, otherwise the entire purpose of the raws is undermined.

I don't think it's even possible to have multiple different cultures based on the same creature template right now. That'd be a good first step, along with the ability to place the starting points for each on the map. Don't really want my Bedouins randomly generated in the arctic region.
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NW_Kohaku

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Re: Creation and dissolution of civilizations during worldgen
« Reply #2 on: March 23, 2010, 09:36:39 am »

I don't think it's even possible to have multiple different cultures based on the same creature template right now. That'd be a good first step, along with the ability to place the starting points for each on the map. Don't really want my Bedouins randomly generated in the arctic region.

You can already tell your civs to have prefernces for mountains, forests, flatlands, or caves... this should only take some more specific tags, like "tropical" or "temperate" or "arctic", the way that you can specify biomes for animals.
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Sindain

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Re: Creation and dissolution of civilizations during worldgen
« Reply #3 on: March 23, 2010, 02:11:45 pm »

Technically civilizations can already *die* during worldgen... just typically the only way its gunna happen is if u put like a 50 year age on everyone and no births...
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NW_Kohaku

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Re: Creation and dissolution of civilizations during worldgen
« Reply #4 on: March 23, 2010, 02:19:06 pm »

Technically civilizations can already *die* during worldgen... just typically the only way its gunna happen is if u put like a 50 year age on everyone and no births...

There's also elf or goblin civs using the power of their Zerg Rush breeding patterns to conquer the world.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare