Civilization Wars - Game Idea

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Civilization Wars - Game Idea

Postby gladoscc » Sat Oct 08, 2011 9:12 am

I've being playing vortex wars for a while and I had some thoughts about making a deeper game that combines Vortex Wars with Civilization.

4 types of terrain -
Grassland - They are hard to defend and has a 10% defense penalty.
Forests - With trees, it is easy to defend and thus a 10% defense bonus.
Ocean - Two ocean areas are counted as one normal area when determining spawning. Additionally, all ocean tiles have a neutral unit of 1 at the start of the game.
Mountains - Mountains are impassable.

Rivers - attacking over river yields a 10% penalty.

15 Technologies over 3 Eras (Ancient, Medieval, Modern).
To research a technology, you will need to forfeit a complete turn (movement and unit spawning). Boxed in/small empires can still succeed.

Ancient Technologies:

Mining: 1 more unit spawn per land near mountain. Max 2.
Writing: Free technology in Medieval and Modern eras.
Religion: 1 more unit spawn until medieval era, which the effect is doubled. Obsolete in Modern Era.
Horseback Riding: +10% attack bonus
Hunting: 1 more unit spawn per land on forest. Max 2.

[A note on Mining and Hunting: When you have, say two forests each at two population, it makes sense to research Hunting as you will get the same benefits minus the additional land. But that's a good thing, because that means less possible areas to be attacked from. ]
[A note on Religion: You probably want to research this if you are boxed in.]

Medieval Technologies:

Optics: Your area will be connected over neutral, and enemy ocean areas.
Guilds: +10% attack strength, stacks with Horseback Riding. A further 5% bonus if you have horseback riding.
Construction: Attack penalty over river is turned into a bonus
Fertilizer: 1 more unit spawn per 3 grasslands. Capped at 2 bonus.
Seafaring: +30% defensive bonus in water, and +15% attack bonus from water.

[A note on Guilds: If a strong player has horseback riding, you should deny them the 15% bonus if possible. ]

Modern Technologies:

Globalization: All areas are connected.
Mass Production: +10% unit spawns
Nuclear Weapons: Take one enemy land. (Two in Huge and Epic maps)
Artificial Intelligence: Tells you the exact outcome of battles
Rifling: +10% defensive bonus

[A note on Nuclear Weapons: You don't have to use it instantly. Add it to your collection and nobody will dare to attack you :)]

If you research a technology, others will not be able to research it. When all 5 technologies of an era is researched, the next era begins.
In 2 player matches, there are only 3 random technologies per era. In 3 - 4 player matches, there are only 4 random technologies per era.

Diplomacy -

Peace Treaty: Units cannot attack each other
Open Borders: Areas will be connected over friendly land, **however** every area will have a 5% defensive penalty.

Treaties are renewable and last for 5 turns long.

Scenarios -

Colonize America. You start off in Europe, with the victory condition of colonizing America. Beware, there are natives, and they are not friendly ...

Various world wars (including a fictional world war 3)

Play the world - a huge map that looks like earth!

Gold -

At any time, you can convert 2 unit spawns in one gold. The one gold can later be redeemed for 1 unit spawn.

Unique Civilizations with Special Abilities

Just some ideas:

Romans - Legion Army - +35% attack when attacking grasslands
USA - Corporate Greed - 1 free gold per turn, but your citizens rebel so land with fewer than 2 units will not count towards spawning

etc

;

So, what are your thoughts? I plan to make it later, probably single player only because I have no experience with multiplayer, and PHP reading/writing files just sounds.. wastey.

Hardest problem for me would be the map generator. Unless I make it manual maps only.

Here's a sample map that I mocked up. (This is designed for 5 players)
http://i.imgur.com/lt2Ea.png

For the sequel I have plans to add Hills (attack bonus), luxury resources (if you control at least one of each luxury resource, you get one bonus spawn. you can trade away excess ones for other luxury resources, or maybe peace. they tend to spawn in packs of the same resource), barbarians (neutral territories with 2-3 units inside), goody huts (random bonus, yay!), etc.
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Re: Civilization Wars - Game Idea

Postby 1N5AN3 » Sat Oct 08, 2011 10:40 am

I think that will ruin a game. It is too complicated, and looks like boring. ;)
It would be better to stay like this. Ofc, with more game styles, races, etc. :mrgreen:
If Lopdo going to mix game i think best game is Castle Vox. 8-)
Level 25

Matches (Played/Win) = 978/466 C/L
(Played/Win) Ratio = 2.10 (2.00)*
Regions (Conquered/Lost) = 10605/7287 W/S
(Conquer/Lost) Ratio = 1.46 (1.50)*

*Last time calculated.
Date of calculating:
21.11.2011 10:52 (GMT+1)
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Re: Civilization Wars - Game Idea

Postby gladoscc » Sat Oct 08, 2011 10:46 am

1N5AN3 wrote:I think that will ruin a game. It is too complicated, and looks like boring. ;)
It would be better to stay like this. Ofc, with more game styles, races, etc. :mrgreen:
If Lopdo going to mix game i think best game is Castle Vox. 8-)

There is some strategy in Vortex Wars, but I want to expand it more. Civ Wars (not real name) isn't a game for 10 year old kids, it's for adults who want an exciting, short, tense, strategic and tactical game.

PS: There is only really 3 terrain types, grass (light green), forests (dark green), and oceans (blue). I used different shades of colors to differentiate the lands. The mountains are like, well void in Vortex Wars.

PSS: Castle Vox is more complex than this game.
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Re: Civilization Wars - Game Idea

Postby 1N5AN3 » Sat Oct 08, 2011 10:54 am

Yes it is more complex but it have few very good things. :)
1. You have castle where you buy units.
2. Team play.
3. Moving units.
But lets go back on topic. I dont think that players or Lopdo will accept your idea. Its kinda good devised but too much for game like this and players who accepted and help this game. :mrgreen:
Level 25

Matches (Played/Win) = 978/466 C/L
(Played/Win) Ratio = 2.10 (2.00)*
Regions (Conquered/Lost) = 10605/7287 W/S
(Conquer/Lost) Ratio = 1.46 (1.50)*

*Last time calculated.
Date of calculating:
21.11.2011 10:52 (GMT+1)
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Re: Civilization Wars - Game Idea

Postby Lopdo » Sat Oct 08, 2011 10:55 am

hmm, it looks too complicated and not deep enough at the same time. Interesting idea tho! you can make prototype using pen and paper and work on that
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Re: Civilization Wars - Game Idea

Postby gladoscc » Sat Oct 08, 2011 11:02 am

Lopdo wrote:hmm, it looks too complicated and not deep enough at the same time. Interesting idea tho! you can make prototype using pen and paper and work on that

I think I know how to tackle the learning curve. Offline practice mode with some options..

Tutorial: You start with 2 units, no technologies
Easy: You start with 2 units
Normal: You start with 1 unit
Hard: AI is more aggressive towards you
Impossible: AI starts with 2 units

The tutorial would basically be vortex wars, with terrain.


@ it looks too complicated and not deep enough at the same time:

Good point! Maybe I shouldn't target hardcore gamers and casual gamers, that will make a game not much people will enjoy. Still, I think I might be able to pull it off.

I don't have much free time as I have school, a online virtual game programming course, and I want to have some fun too :) Expect to see this in early 2012.
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Re: Civilization Wars - Game Idea

Postby Ratburntro44 » Sat Oct 08, 2011 2:37 pm

My brain hurts...
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Re: Civilization Wars - Game Idea

Postby greenbanana » Thu Oct 13, 2011 8:30 pm

OMG....
This idea is great! for someone who played all of the civilzation game this is awesome.
But... I would take off the diplomacy options and the nuke and globalization tech.
Why you ask?
Well:
1.one of the things about vortex wars (and risk like games) is that if you want an allience,you need to offer it to the other player not with a button but with you own words! if there would be such stuff it will take away the tension that often lays between two "ally" nation.

2.nuke - maybe not remove,but more improve. you will be able to use this only on a player who has a minimum amount of land.

3.globalization - takes away the option to have a players lands seperated which causes them to lose half of their troop bonus.

Besides that, I LOVE the idea.
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Re: Civilization Wars - Game Idea

Postby Mush96 » Tue Oct 18, 2011 4:04 pm

It smells of Total War series :) Good idea, but I think it would take too much time.
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Re: Civilization Wars - Game Idea

Postby DERKA_J1988 » Sat Oct 22, 2011 3:16 pm

Ratburntro44 wrote:My brain hurts...


stop playing brain games and play more vortex wars :D
I am MatureWolf

*howls*
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