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Thread: The Perfect (strategy level) Engine (Team, and everyones) input requested

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  1. #1
    Member Member Parkev's Avatar
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    Default Re: The Perfect (strategy level) Engine (Team, and everyones) input requested

    I thinking I'm going to push the definition of a strat-game and go a bit RPG, but IMHO the quest for complexity can only end in a smaller scope considering the finite capacity of the brain. I haven't thought much into recruitment as I realised half way through this. And yes I am willing to wait 20 years for something of this nature, largely in the AI department I think, but this could work as an online game.

    1. Change focus from god-like control of factions to a single character (=family member) that exists within a politcal structure. There is a maximum number of characters that form political structures (of which there are a number of; Kingdom, Republic) through loyalty. Political structures have offices (Governor of Illyria, Satrap of Media, King of Averni) which are occupied by characters, that fufill the responsibilties of the office. All characters essentially operated as individual factions; with a relationship scores based on situation, past history, good deeds. All offices have a list of canditates and a selector (you ask selector, with which you have good relationship score to put you on list), once the office expires a new holder is chosen. Once your character dies, you begin play as his (or her) heir (of your choice) and proceed as a line through history.

    2. Split the Campaign map into two levels
    a. Strategic level which is not realtime and more of a conceptual map of the greater world based on intelligence availiable to the player's character. Communication (and orders to subordinates) could be sent to other characters, with an appropriate time delay.
    b. Tactical level which is real time (with pause button on tactical level. Marches are ordered at certain speed with equivalant risk of ambush/exhaustion). When the characters army moves close enough to another army/settlement/whatever interface descends into an RTW battle map equivalent.

    3. Factions and political structures are fluid. If an empire has a weak leader, enterprising characters will establish greater autonomy, new factions just appear in other words.

    4. All tiles have ethnicity and age distribution scores which determine the number, quality and type of troops recruitable. Different modes of recruitment would have to be represented. (Plenty of RAM or big tiles, take your pick.)

    5. Provinces are removed and settlements are made fluid, all tiles have probability of spawning a settlement and these settlements grow and decline based on economic and social factors. The Romans burn Carthage to the ground and found a trade port down the road in a small fishing village, why should Carthage still be on the map.
    Last edited by Parkev; 01-19-2008 at 14:29.

  2. #2

    Default Re: The Perfect (strategy level) Engine (Team, and everyones) input requested

    And yes I am willing to wait 20 years for something of this nature, largely in the AI department I think, but this could work as an online game.
    You'd have to, and by the time it came out, the game would be ancient by the standards of the technology of the day.

    Been there, done that, got the T-shirt.
    Designer/Developer
    Imperium - Rise of Rome

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