Author Topic: Points on Factions  (Read 2909 times)

goldenerasuburb

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Points on Factions
« on: 15 November 2007, 22:50:50 »
We've already got the Magic Faction set up, and the Tech Faction is too for the most part. But here is where I have my ideas to add. We are told that the nobility took sides in this conflict: Some with the Mages, others with the Scientists. We've got the ones that sided with Scientists, but not the ones that sided with the Mages or the Scientists themselves. The way I see it, the conflict would be a lot like the Cold War: The Mages and Scientists would use the societies of the Glest setting as proxies for their greater conflict. We've got a faction to represent those that ally themselves with the scientist, now we need one more of those plus two to side with the mages. Another idea is to implement a civics system like that used in Civ 4. For those of you who don't know much about that, the civics system can be defined as this:

A set of options as to what government, economic system, and cultural orientatin among other things your civ would have, as represented by unique penalties and bonuses.

For instance, what is now defined as the Tech Faction can choose to be led by a Feudal Nobility and have a bonus to the unit's coming from the barracks, or have a Technocracy, led by the scientists themselves, giving a bonus to units coming from the technodrome, as well as quicker research time. There is are also diplomatic bonuses and penalties. Technocracy will lead to more conflict with the mages than Feudal Nobility, who can choose either side) and many heroes have their preference; Meaning Technologue Eirn would be likely to desert if you changed to a Mage Order Civic.

Picking one civic does not give you the bonus automatically,  as there is a waitig time required before the old civic can be overthrown. That is what I have so far. What do you think?
« Last Edit: 1 January 1970, 00:00:00 by goldenerasuburb »

goldenerasuburb

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« Reply #1 on: 30 December 2007, 17:27:07 »
If no body is interested, can I at least know why?
« Last Edit: 1 January 1970, 00:00:00 by goldenerasuburb »

hailstone

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« Reply #2 on: 31 December 2007, 00:31:25 »
Sounds like it will be complicated to implement and I haven't got the time to spend on it. Perhaps in the future but I cannot help at the moment unless you have any source code questions.
« Last Edit: 1 January 1970, 00:00:00 by hailstone »
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KyuubiNaruto

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« Reply #3 on: 12 January 2008, 03:58:05 »
umm i would like to help u i have some experience with C++ (just letting u know i'm good with editing games and making .dlls to a extent)

umm but i don't understnad what u r asking u want another faction?
« Last Edit: 1 January 1970, 00:00:00 by KyuubiNaruto »

djezer

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« Reply #4 on: 24 January 2008, 01:56:32 »
For me it seems that at this point having units or policies that favor or penalise the other factions isn't a useful feature because, there are only two factions at this stage and they are at war or simply allies. perhaps if the game included more than a couple of factions and there was a political twist to it, then it could be of some interest/consequence.

For now I'd rather see more units or actions for the units already present, and perhaps a new faction altogether, maybe new buildings. Oh yes, I almost forgot, Walls! I want to be able to build walls to protect my territory.

Maybe the magic faction could plant magical trees or herbs for their rituals? It would be nice to see some things grow instead of being built.
« Last Edit: 1 January 1970, 00:00:00 by djezer »

daniel.santos

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« Reply #5 on: 21 February 2008, 07:41:05 »
djezer, ooohh!!! you just gave me the perfect idea for our tree hugger faction!!! :)  Well, more precisely, the Path of Nature.  This is for the Four Path Magitech tree that wciow and I are working on.  Once a magic team builds a summoner's guild and a library, they are able to choose an advanced path, either of Nature or Corruption.  The Corruption path gives them nasty necromancers and yuckie stuff and the Nature path gives them druids, treants, pixies/sprites/faeries and the like.

I really want to add walls and/or wall-like defensive structures, and having the tree huggers be able to plant magical trees (that grow fast) will be perfect for this, especially since their advanced abilities will eventually allow them to travel through trees, they wont need any other structures, such as gates, elevators, teleporters, etc.

But back to goldenerasuburb's ideas, I don't really dig it that much (but it could be mostly because I'm not "getting" it).  However, on our Path of Reason (the advance science path), our plan was to create a university and then an academy (military headquarters/school type building) that would allow the production of Captains who become Colonels and then Generals (as they level).  These units add to the capabilities of surrounding units via leadership, which picks up just a tiny bit of the ideas you expressed.
« Last Edit: 1 January 1970, 00:00:00 by daniel.santos »