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Mark_Everson
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Canton, MI
Jan 1970 time: 00:27
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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 
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Spiffor
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CPA - Evil Clone brigade
Nov 2001 time: 06:27
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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)
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Immortal Wombat
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in perpetuity
Dec 2000 time: 05:27
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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.
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Spiffor
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CPA - Evil Clone brigade
Nov 2001 time: 06:27
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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.
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