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Author Topic: Player influence in the death and birth of civilizations  (Read 362 times)

AlanL

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Player influence in the death and birth of civilizations
« on: July 15, 2007, 04:13:00 pm »

This might be an idea for a fairly far future version. Seeing as new population mechanics for towns will be added, I was thinking that if an adventurer successfully depopulates many towns, reducing the population of the civilization to a very low number, and then kills the king, there is a chance that the civilization will die and the towns turn to ruins based on the number still around. If there are 0 left, then the civilization would automatically die off. Maybe also, seeing as various playable towns of all races will eventually be implimented, maybe you could split off from your civilization with a big enough fort/town/forest, and become the capital city of a new civilization.

Just a thought  :p

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Pnx

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Re: Player influence in the death and birth of civilizations
« Reply #1 on: July 15, 2007, 04:23:00 pm »

Hmmm so you are saying that an adventurer could become an avatar of death and destroy civilisations with his/her unrivaled prowess in combat?

How could I not like this idea?

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Mechanoid

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Re: Player influence in the death and birth of civilizations
« Reply #2 on: July 15, 2007, 05:04:00 pm »

Technically, you can already do that in the current version. Though it will definitely have a much larger impact when armies and NPC reproduction are both in...

If you manage to intercept an army and uttery destroy it (somehow) then whatever their goal was, will suffer whatever fate they would as if the army never existed. So under a situation like "Human Army B is going to save Elf Town X from the Goblin Army C" and you kill Human Army B, the town will certainly fall to the goblins.

NPC reproduction should also be obvious. You could go around stabbing all the girls (or boys) and end up with a dead civ once ~30 years pass by, because everyone died from old age and had no mates to reproduce with.   :D

[ July 15, 2007: Message edited by: Mechanoid ]

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Fieari

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Re: Player influence in the death and birth of civilizations
« Reply #3 on: July 15, 2007, 05:17:00 pm »

Better kill all the girls.  Because if even ONE guy gets free... well... lets just say that's one lucky guy.

Telekinetic sex does wonders for repopulation.

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Metalax

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Re: Player influence in the death and birth of civilizations
« Reply #4 on: July 15, 2007, 07:50:00 pm »

Interesting idea. This also brings up the potential for refugees from civs ended by low population to settle in other civs settlements, bringing with them items and ideas from their old civ.

For example, when recipes are implemented refugees could bring some of the recipes for their native dishes with them potentially allowing them to become part of the new civs repertoire or be passed down within a family line.

This could lead to potentially quite extended object collection quests.

For example, the king of a civ remembers eating fisher berry biscuits as a child obtained in trade from a civ that has by now fallen. Searching in the ruins of the civ fails to find a copy of the recipe but does reveal that some families survived and fled. Travelling to nearby towns and searching immigration records finds the location of a family descended from the refugees, talking to them you find that the recipe has been passed down within the family. The recipe can then be obtained; either by theft, outright purchase or fulfilling another job and returned to the king.

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