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Stefu is offline Stefu
Emperor
CLOWNS WIT DA DOWNS 4 LIFE YO!
Jan 1970
time: 07:27
  Old Post 07-05-2003 17:49 Visit Stefu's homepage!
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Sid Meier's Post-Apocalyptic Civlike Funtime Bash Support Apolyton

That's my suggestion for the next Sidgame. (The title might need a bit of reworking.)

Basically, I've always felt that a post-apocalyptic survival/revival/rebuilding game is something the Civ engine would be *perfect* for. Building a community, exploring the terrain, fighting against raiders, recovering the secrets of the lost civilization - yeah. Perfect, I tell you, perfect. Heck, it could be that we'd find what's happening in the Earth while Unity's going to Alpha Centauri. And when it comes to atmosphere, it's hard to match the post-nuclear holocaust one. That's part of what made Fallout so great.

I demand to know! Why isn't there one already? Or in development? ME WANNA WANNA!

Spiffor is offline Spiffor
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CPA - Evil Clone brigade
Nov 2001
time: 06:27
  Old Post 08-05-2003 04:16
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The "after the apocalypse" scenario for Civ2 has always been my favorite, by far And I absolutely loved the Fallout series partly because of this.

Indeed, the Civ engine would just be perfect for a "reconstruction" game, and could give enough fantasy

Urban Ranger is offline Urban Ranger
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The City State of Noosphere, CPA special envoy
May 1999
time: 13:27
  Old Post 08-05-2003 11:48
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Should it be more like The Sims or Fallout/XCOM?

Lemmy is offline Lemmy
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Dec 2000
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  Old Post 08-05-2003 13:57 Visit Lemmy's homepage!
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CivFallout!!

Jamski is offline Jamski
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May 2002
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  Old Post 08-05-2003 14:08
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This is the best idea I've heard for ages. Something between Civ3, Colonisation, SMAC and XCOM would be very sweeeeeeet. Imagine you start with one bunker under a destroyed city. You try to expand into other bunkers. Eventually you encounter other groups of survivors - do you fight or ally or trade? The fights would take place in tunnels, caves and bunkers and be turn based something like a combination between MoM and X-COM - small squads fighting in the dark. Super! Develop tech to build new bunkers and tunnels and weapons. Expand your bunker with new modules. Tech win by enabling surface life again. Millitary win - eliminate all other factions. Alliance win - the other factions recoginse your's as the rightful new government. Includes at least 100 special characters that could join your faction or leave it - depending on the "social choices" you as leader make - a combination of SMAC's SE and GalCiv's moral choices. The immediate advatage offered by the evil choices would in the long-run restrict the characters that would join your faction. I'm dreaming though, aren't I?

-Jam

Immortal Wombat is offline Immortal Wombat
Prince
in perpetuity
Dec 2000
time: 05:27
  Old Post 08-05-2003 14:58 Visit Immortal Wombat's homepage!
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No, not at all. It just reliess on several months hard work and a CtP2 game engine. Perfectly possible though.

Jamski is offline Jamski
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May 2002
time: 05:27
  Old Post 08-05-2003 15:12
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OK, you make the mod, and I'll play it - deal?

-Jam

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:27
  Old Post 08-05-2003 19:23 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Sounds like a fair distribution of labour

But yeah, something like that should easily be doable in CtP2. But indeed a lot of work.

Immortal Wombat is offline Immortal Wombat
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  Old Post 08-05-2003 19:56 Visit Immortal Wombat's homepage!
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Ok, I'll be with you in a year or two, after we've finished redoing the AI and sorting out the other more important things.

Jamski is offline Jamski
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lol ED&D is officially full PvP LOL
May 2002
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  Old Post 08-05-2003 21:39
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I'm looking forward to it

-Jam

lord of the mark is offline lord of the mark
Emperor
FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000
time: 00:27
  Old Post 08-05-2003 21:45
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anyone else here ever play a board game (i think it was avalon hill) called "after the holocaust"? it was civish (or at least an empire builder) , based on provinces instead of cities, had interesting economic model, variable harvests, difficult to make war, interesting model of getting "unorganized provinces" to vote to join you depending on your consumption level, etc.

Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
Canton, MI
Jan 1970
time: 00:27
  Old Post 09-05-2003 04:33 Visit Mark_Everson's homepage!
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quote:
Originally posted by lord of the mark
anyone else here ever play a board game (i think it was avalon hill) called "after the holocaust"? it was civish (or at least an empire builder) , based on provinces instead of cities, had interesting economic model, variable harvests, difficult to make war, interesting model of getting "unorganized provinces" to vote to join you depending on your consumption level, etc.


Yeah, I played it, and still have it down in the cellar "game-stack". It was pretty good. Great in concept, but all the bookkeeping got to be a bit tiring. Having the computer do the boring stuff would certainly add to its appeal

Immortal Wombat is offline Immortal Wombat
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  Old Post 09-05-2003 16:33 Visit Immortal Wombat's homepage!
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Actually, WoA, if you want to divide labour a bit more fairly and get this thing going, a fully organised design doc, tech and unit trees would be nice

Jamski is offline Jamski
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lol ED&D is officially full PvP LOL
May 2002
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  Old Post 09-05-2003 16:56
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If you're serious, then I'll get started. I was playing with the idea all last night, and hardly got any sleep. Don't expect it tommorrow though

-Jam

DrSpike is offline DrSpike
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Sep 2001
time: 05:27
  Old Post 09-05-2003 17:15
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If you get this thing going the only stipulation is that you must call it the name chosen by the thread starter.

Jamski is offline Jamski
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May 2002
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  Old Post 09-05-2003 18:50
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Got spare money?

Sid Meier's Post-Apocalyptic Civlike Funtime ???

But Sid won't be helping us Spikie

-Jam

DrSpike is offline DrSpike
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Sep 2001
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  Old Post 09-05-2003 18:59
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Fair enough...............though that hasn't stopped him taking credit in the past.

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:27
  Old Post 09-05-2003 19:20 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Blasphemy! How dare you suggest to use the name Sid Meier for a CtP mod

Jamski is offline Jamski
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May 2002
time: 05:27
  Old Post 09-05-2003 20:07
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I'll fetch a stake and some faggots for burning this heretic with shall I?.
(Note to our American friends - faggots are not what you were thinking)

* Jamski piles more wood on the fire.

Warm enough yet Spikie?

-Jam

DrSpike is offline DrSpike
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Sep 2001
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  Old Post 09-05-2003 20:16
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Ah, you're just jealous after the Apidya/Aphidia debacle.

Jamski is offline Jamski
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May 2002
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  Old Post 09-05-2003 20:22
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Ya got me

-Jam

Immortal Wombat is offline Immortal Wombat
Prince
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Dec 2000
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  Old Post 09-05-2003 21:57 Visit Immortal Wombat's homepage!
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"The Only Good Thing to Come of the Civilization Games General/Future Forum" Collaborative Post-Apocalyptic Civlike Funtime Bash

DrSpike is offline DrSpike
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Sep 2001
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  Old Post 09-05-2003 23:09
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Not bad...........but will it fit on the box?

Jamski is offline Jamski
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May 2002
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  Old Post 09-05-2003 23:15
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There's no stopping DrSpike today, ladies and gentlemen. There will now be a Dr S. Pike somewhere in the mod as a mark of recognition.

-Jam

Spiffor is offline Spiffor
Emperor
CPA - Evil Clone brigade
Nov 2001
time: 06:27
  Old Post 11-05-2003 02:28
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Stefu's CivApocalypse

More seriously, I wasn't thinking along the same lines as War of Art for a postapocalyptic Civ.

Basically, I was much more thinking about a postapocalyptic "empire rebuilding" game which starts at the time some tribes (including yours) are organized and on the surface. As such, the game wouldn't span on a city, but on the whole world (or a large area anyway).

To me, such a game would be about restoring Civilization like it was before the apocalypse and even make it better, i.e the game would last hundreds of years, like SMAC.

The big differences between such a post apocalyptic Civ, and a ordinary Civ would be that :

- "goody huts" (things that give bonuses) would be much more important than in civ, for they contain valuable hardware your Civ won't be able to reproduce / outproduce for the centuries to come.

- at the beginning, tribes would be much smaller and much more numerous than in Civ. The idea is that many, many groups of survivors are spread around the world. As such, your tribe doesn't have to "settle" the world, for it is already settled. Your expansion will either be diplomatic or militaristic.

- there is much to be earned by pillaging the others, at least at the beginning of the game. A post apocalyptic world is characterized by shortages in everything (food, population, material etc.). As such, the results of pillage can bring shields, food, commerce and slaves to your tribe.

- there should be a way to have successful nomadic tribes which live either off small scale hunt/gathering, or off pillaging.

- the more I think of it, the more I think a system à la Colonization would do well. The trick is : given the rarity of manpower, people are forced to be jacks of all trades, including military people. As such, any battle fought by your tribe may have dire consequences on your population. So, I think it would be adapted to have on the one hand the population, and on the other hand the hardware (weapons, plows, axes, you name it), and give the hardware to the population. Unarmed people can be captured as slaves, and unequipped people will work with very low efficiency in your villages)

Immortal Wombat is offline Immortal Wombat
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  Old Post 11-05-2003 04:11 Visit Immortal Wombat's homepage!
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I think the only substantial difference between either model (both great ) is the scale. Should it be a whole world, and thus probably set on the surface, or under a city.

Have "Bunkers" as Civ's "Cities", and keep all units covered until the radiation dies away. The city expansion mod then means your bunkers can expand of their own accord, and of course, tile improvements can be placed should you wish to grow a bunker in one particular place. (or even discourage a bunker in a particular place I guess could be coded, though why you'd do it I don't know)

I think there's still space in the PW tile improvement box to add some imps. The fun will be teaching the AI...

Tech win by... cleaning the radiation away? Spaceship to AC (get me off this god damned planet option) ?

The rest of what you suggest is eminently doable. Nomadic civs have been something I've wanted for a long time, despite the fact that "nomadic civilisation" is practically an oxymoron, and goes against the entire civ principle. I think with enslavement of non-armed persons, and maybe a low-level reproduction event, thiw ould work nicely.

CtP2 question: if a slaver enslaves a settler but the slaver owner has no city, what happens? The slave just gets lost?
That would make for a great nomadic device, but would be unusable for non-nomadic civs, unless slic can intercept the function and create a civilian unit rather than a slave in the next city.

Spiffor is offline Spiffor
Emperor
CPA - Evil Clone brigade
Nov 2001
time: 06:27
  Old Post 11-05-2003 05:21
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Immortal :

Actually, my idea for a "nomadic" Civ was closely bound with the idea of pillage. The noamdic Civ would be closely bound to a unit (let's call it the "clansmen") that basically acts as a moving village. However, it can not grow without pillagin food from other settlements.
In a Civ-system, the "Clansman" produces as much food, shield etc. than the tile he is located on would suggest (for example, would he be on a grassland, the clansman would produce 2 food and one shield - I'm using Civ2's examples for us to understand each other, nothing else).
As such, the "clansman's" production comes mostly from pillaged settlements, which bring much food, shields and money to your clan. When enough shields are gathered, the production in progress is finished (like new guns or so). When your clan grows, you have a new citizen that you can turn into a military unit or a new clansman.

Clansmen can build everything except city improvements, of course.

Spiffor is offline Spiffor
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Nov 2001
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  Old Post 11-05-2003 05:23
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BTW, it may be (no pun intended) my Fallout heritage, but I'm not fond of having an empire-rebuilding game waged underground because of some kill-all radiation. I'd much prefer it in the open, even if agriculture is hard to wage efficiently before some new tech is doscovered.

H Tower is offline H Tower
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Jul 2001
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  Old Post 11-05-2003 10:06
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why put Sid's name on it? Seeing Brian Reynolds' name on the box would be a bigger draw for veteran civ2 players

Lemmy is offline Lemmy
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  Old Post 11-05-2003 12:43 Visit Lemmy's homepage!
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It should definitely be above ground.
The cities would still represent bunkers, places where your units are safe from the radiation. But once they go outside after a while their health drops from radiation.

A while ago i tried to do something like Spiffor's clansmen idea in CtP1, by giving a city movement points....off course, it didn't work
But still, a nomadic tribe is basically a moving city that can't build buildings, is that possible in CtP2?
Or, bulidings can be built, but once the city moves, the buildings are lost.
It would make a great trade-off for every player.
Do you move your city to a better place, with less radiation maybe.
Or do you keep your improvements.

 
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