Some Civs start with larger Cities??

The more I think about the sovereign starting out the game alone, the more it doesn't really make much sense to me.  Mechanically, it is perfectly sound, but from an immersion perspective, I just can't make sense of it. 

After all, if we are to assume your sovereign didn't spring into existence the moment the games begin, then he must have been wandering the wasteland like everyone else.  If he was wandering the wastelands, it's likely he also ran into a few others--- others who probably noticed, "Hey, this guy is pretty powerful.  We should stick with him for protection."  Some sovereigns, depending on geography, might already have a slew of followers by the start of the game and other sovereigns, none.

So what I'm thinking is that perhaps this could factor into civilization distinction and customization.  A sovereign's civilization might start the game out with extra citizens and buildings, but have slightly fewer racial specialities.  Other sovereigns might start as lone wolves, but their civilization might have a few extra specials.

In the civilization customization screen, how much you start with could cost a corresponding amount of "race picks."  You might even be able to start out with a full fledged city at the cost of other flexibilities.

At the very least, it would give particular civilizations much more interesting backstories, which I will present in my following post :-)

 

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Reply #1 Top

So with the above post in mind, I'll present a few possible starting conditions, race stats, and backstories:

The Stronghold of Kahlon: Before the Rending of the World, the Stronghold of Kahlon was a reclusive, self-reliant, but determined city state of survivalists in the rugged wastelands of Kahlon.  They cared little for the extravagencies of the other civilized nations, and while it gave them little advantage in the great race of culture, the Stronghold was specially equipped when the land was beset upon by the Rending of the World.  While great empires who fancied glitz and high culture lay in ruin, the Stronghold remained largely intact as a direct consequence of their stark philosophies.  They would emerge from the catastrophe as the largest bastion of civilized men in the world.  Their survival, however, only ratified their contempt for the ambitions that had spurned their neighbors to once thrive, and they would hold these prejudices many years after the rain of fire had ended.

Attributes: The Stronghold of Kahlon begins with a large, fully intact city.  They also endure well when struck by famine or other maladies.  However, the Stronghold boasts no bonuses to any other aspects of economy, magic, or knowledge.

The Disciples of Navon Everbright: When word of the Rending of the World was first spoken, the nobles of Azonia turned a deaf ear--- all but Navon Everbright.  A wise and virtuous man said to be of divine blood, Navon rallied what few faithful Azonians would hear his words and prepared for the rain of fire that would follow.  With his training in the magical arts, he gathered his flock close and repelled what onslaught he could.  When the Rending had ended, those who had doubted him staggered forth from the ruin and heaps of dead to join his flock--- the last knot of civilization in the once proud Azonian Kingdom--- and beg for forgiveness.  Navon showed no malice, and would accept them with open arms.  

Attributes: The Disciples of Navon Everbright start with a large village, a bonus in starting prestige, and a headstart in magical knowledge.  In addition, they gain minor magical and economic bonuses. 

The Acacian Birthright:  The peoples of Acacia were a noble, intellectual folk who once boasted a vast kingdom based on the principles of equality and merit.  By encouraging respect for all stations in life, the Acacians became masters of specialization and cooperation.  While this served them well in the Days of Calm, this virtue turned quickly to vice upon the Rending of the World.  Entire cities, unfamiliar with the simple arts of gathering and growing food, swiftly perished.  With the death of their artisan fellows, sister cities of specialized farmers succumbed soon without the knowledge to craft critical tools and clothing.  Only a tiny fraction of the Acacians survived the Rending, but a channeler would arise amongst the ruins to champion again the principles that had led them once to greatness.

Attributes: The Acacian Birthright begins with no citizens and no city.  However, they have substantial bonuses to their economic and trade abilities.   

The Teuton Unity : Before the Rending of the World, the Teuton Principalities were famous as the crossroads for the vast cultures and ethnicities of the world.  This fame, however, was only dwarfed by its sour reputation, for it consisted of a thousand fractured fiefdoms, notorious for their inhospitality, intolerance, and infighting.  When the rending came and swept away the cities of the Teuton Basin, old vendettas meant little anymore.  One woman would rise to be surrogate mother to the splintered people.  She would welcome any and all with words that would have once been met with biting anger, but now made men weep: "People of the Teuton, children of a thousand different ancestors, blame not others for this tragedy, but blame yourselves.  There was a time when we thought we could afford bitterness in the face of difference; a time when we could hurl stones at our neighbors and they at us, knowing well that high walls would defend us from the sins we had incited in others and high pride to defend us from our conscience.  And so I say again: 'The Rending of the World is not to blame.'  It merely threw down our walls and bore naked the vice of our pride.  It was the stones that we had cast in spite, still in midflight, that found their tender marks and dealt the wounds of our sorrow.  And now, we see at last the folly we have wrought in the petty spiting of our differences.  Regret sorely this hatred, for in regret we shall find atonement, and in atonement we will see at last that these thousand odd differences amongst us shall be our thousand greatest strengths."     

Attributes: The Teuton Unity begins with no citizens, no city, and no special attributes.  For every 25 citizens that join the Unity, the Unity gains 1 random race pick worth of attributes.  Once the Unity has 750 citizens, they no longer gain random race picks.  However, when the unity conquers and subjugates an enemy capital, they may forfeit a race pick of their choice and gain a random race pick from their opponent.*

*In this hypothetical circumstance, most races would begin the game with 20 race picks, but would gain no more throughout the game.  The Teuton Unity would start with no race picks, but would eventually have 30 total. 

Reply #2 Top

I was thinking about something similar today, because right now you basically start every game down 5 essence in order to create that first town. There doesn't seem to be much avoiding it, you really need a town at some point.

Not sure if I'd really want to see it as a racial trait or simply as "you get a town at your starting location automatically", though.

Reply #3 Top

maybe you could start with an item that says ... "Free City Here" so that you can use that item to either build a free city ... or possibly buy a free tech? im wondering how to add any real choice. I mean ... its undoubtable that every early game strategy will have many similarities ... wether it costs essence or not, they are probably planning on you starting out down 5 essence ... I can't think of any strategy where it would be beneficial to have zero cities.

Reply #4 Top

Quoting Tridus, reply 2
I was thinking about something similar today, because right now you basically start every game down 5 essence in order to create that first town. There doesn't seem to be much avoiding it, you really need a town at some point.

Not sure if I'd really want to see it as a racial trait or simply as "you get a town at your starting location automatically", though.
End of Tridus's quote

Well, think of it in terms of say, Master of Orion 2 where you would spend points to get bonuses to your homeworld.  You'd get an accelerated start at the cost of long term bonuses.

Besides, the current "ready, set, go" schema, where you are all lined up identically on the starting line, is a bit stale in strategy games.  That mold is only broken by quasi-historical games like Total War. 

Reply #5 Top

Sounds like someone's going to be coming up with a pretty cool mod, that was a fun read demiansky

Reply #6 Top

Quoting RisingLegend, reply 5
Sounds like someone's going to be coming up with a pretty cool mod, that was a fun read demiansky
End of RisingLegend's quote

Thanks :-)  You know, I'm actually thinking that Civ creation could have a lot more depth than simply clicking which advantages you want.  Perhaps a story can actually be generated from the choices that you make...  I've got an idea, but I'll have to mill it over while I work :-)  That way, even if your opponents have Civs that are randomly composed, you can read their "civ description" to get an idea of what they are like.

Reply #7 Top

well, there can be a basic format for the story based upon what you pick, but you have to fill in the names and the details :D ... perhaps there will be a name/location/word bank, in order to help people out with such.