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Author Topic: Busier Worldgen (suggestion/brainstorming megathread)  (Read 806 times)

MDFification

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Busier Worldgen (suggestion/brainstorming megathread)
« on: September 08, 2014, 12:50:34 pm »

So, I've been thinking of a lot of ideas over these past few months as to how to maximize worldgen activation in terms of making worlds more active and interesting. I'll list the more fleshed out ones below; if anyone has critiques/their own ideas, why not post them? The goal of this thread after all is to suggest reasonable ways to make worldgen more interesting, not to showcase one person's ideas.

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Ideas in Thread (author credited)

1. (MDFification) New sites are not established within
  • worldgen tiles of another entity's site. This causes entity borders to be more reasonable (it's currently rather laborious to discover what civ you're in if two of the same race overlap in adventure mode) by removing all those pesky enclaves. This also might prove important in later updates when military movement become more prominent.


2. (MDFification) New entity-level tag: [ENEMY_CIV:example]. This allows civs of similar ethics to go to war (selecting random excuses) if specified. It can also allow civs of the same entity to go to war or not. Note that this does not entail permanent warfare like the BABYSNATCHER tag.

3. (MDFification) The return of Holy Wars: This should only happen if a ruler happens to be maximum devotion to a deity. That ruler will then declare war on another civ that does not worship that deity; if victorious, that deity is added to that races pantheon. Civs without [RELIGION:PANTHEON] are exempt from declaring/being targets of holy wars.

4. (MDFification) Coups: some people with the appropriate personality traits (more ruthless and disrespectful of authority) skill levels (very high social skills and military strategy) and the dreams Rule the World or Become a Noble may form groups that take over sites, killing or imprisoning the local ruler and separating themselves from their entity. This is mainly meant to cause wars, and give adventurers quests to kill usurpers as mercenaries for nearby loyalist lords. Can possibly grow into small kingdoms via disputes with local villages like necromancers did in 40.10
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StagnantSoul

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Re: Busier Worldgen (suggestion/brainstorming megathread)
« Reply #1 on: September 08, 2014, 02:38:14 pm »

I like this. Not sure how well any of us could do this, but it'd be a brilliant addition to the game.
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EinsteinSatDown

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Re: Busier Worldgen (suggestion/brainstorming megathread)
« Reply #2 on: September 08, 2014, 03:16:35 pm »

Just a quick reply with a quick idea, may make a more cogent post in the future:

Religous inserrections/purges:

If the majority of a civilization worship one deity, and the leader/s do not worship the same deity, the majority may be led by a preast or hearthperson in a coup.

Likewise, a very devout ruler may convert/execute priests and worshipers of other deities within his/her populace.

The aspect of holy wars can be made similar to the Frankish invasion of Saxony.
Thus temples may be built in defeated sites and priests sent forth to convert the locals.

This may add a new layer to marching armies, where armies not only consist of soldiers, but also priests, doctors and heralds.
(Thus civilians participating in war. An entity's successful conversions may be listed in legends mode in a similar manner than an entity's total kills.)

Went a bit off topic.
« Last Edit: September 08, 2014, 05:54:31 pm by EinsteinSatDown »
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GavJ

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Re: Busier Worldgen (suggestion/brainstorming megathread)
« Reply #3 on: September 08, 2014, 09:34:17 pm »

These are okay, but are they worth the coding effort in terms of actual tangible noticeable differences in gameplay?  Fortress mode seems like it would be blind to these sorts of things -- or is that incorrect? What evidence would they leave behind (not just legends, I mean like different structure to the later world that affects the game)? Adventure mode might notice them more easily, but I still think you should be more explicit about exactly how.
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Dirst

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Re: Busier Worldgen (suggestion/brainstorming megathread)
« Reply #4 on: September 08, 2014, 10:26:41 pm »

These are okay, but are they worth the coding effort in terms of actual tangible noticeable differences in gameplay?  Fortress mode seems like it would be blind to these sorts of things -- or is that incorrect? What evidence would they leave behind (not just legends, I mean like different structure to the later world that affects the game)? Adventure mode might notice them more easily, but I still think you should be more explicit about exactly how.
Well, in addition to making Legends more lively, the emergence of a holy war in a "living world" can affect the player.

I don't think it would be fair to have a player's fort suddenly split into two hostile camps overnight, but it could give the Liasion reports a way to lead up to hostilities between third parties (or even turn a trading partner into an enemy).  I'd appreciate the ability to find an alternate trading partner in that case; though they'd most likely have a longer trip and thus demand higher profits in their trades.
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RenoFox

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Re: Busier Worldgen (suggestion/brainstorming megathread)
« Reply #5 on: September 09, 2014, 11:40:57 am »

I have always thought that bronze colossi would get a nice origin story from being built by moody dwarves during worldgen, serving their creators in war and defense, and eventually escaping. An engine of war like that would be equally interesting wandering independently as it would be powering the conquests of a nation.