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| Culture Editor Features/Usage Discussion | |
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+16kingTherapsids Tenebrarum Slathazer GamerXA roadkillguy MassimoV ADMIN Noitulove YourBreakfast The Uteen Invader DragonEye4 El_Noumo eumesmo US_of_Alaska ~sciocont 20 posters | |
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kingTherapsids Newcomer
Posts : 10 Reputation : 0 Join date : 2012-09-11 Age : 29 Location : USA! USA! USA!....crap im falling for nationalism... XD
| Subject: Re: Culture Editor Features/Usage Discussion Wed Sep 19, 2012 8:55 am | |
| - NickTheNick wrote:
- kingTherapsids wrote:
- could there be more than one religion? because i loved founding religion in civ 4 like a boss!
also for the policies will there be some type of culture polacies in civ 5?
examples: liberty, freedom, honor, tradition, piety, autocracy, ect. Religions will be randomly generated, and not just one but multiple. I do not know if players can customize their own. There are cultural policies, somewhat similar to Civ 5, under general themes close to what you listed. In Thrive they are instead called Cultural Traits. You can find the brainstorming thread for them here. I would appreciate if you contributed some of your own suggestions for our list. ok i understand. but i relly am a huge fan of civ. so i would like the civ stage/sentient stage should be kind of like it. but heres an idea. how about civilization is just the idea of staying in one place and not seperate from tribal phase/stage or what ever. just have it so if your a carnivore its animal husbandry, if herbivore agriculture, an if omnivorous bolth. then the animal husbandry leads to trapping and other techs, but in a different fashion to the herbivore tech tree, so have the tech tree in the editor but branch out in multiple ways. example: carnivore: animal husbandry:unlocks: civilization, the fence, and walls leads to: trapping: unlocks the trap hunting: first tech you get for free-leads to: skinning: unlocks: clothing, hide made maps, and hide tents/huts/teepes before you get the civ. policy/cultural traits you are a tribal/nomadic ''people'' so to say... but techs lead to many things so you will have more than one thing that infulences your people enough to call it a start or end of an era so to say.. eras: you mark in your history where it starts then name it, after that you say when it ends. example: mideval times ended with the invention of the printing press, and caused mass literacy, and began the rennassance. the industrial revoloution started with the steam engine, and cause the mass production of goods and the first factories. what do you think of these? | |
| | | NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Culture Editor Features/Usage Discussion Wed Sep 19, 2012 7:36 pm | |
| - kingTherapsids wrote:
- ok i understand. but i relly am a huge fan of civ. so i would like the civ stage/sentient stage should be kind of like it.
Remember, we are making our own unique game here. Although it is fine to get some good ideas from other games, we don't want to be similar to them. - kingTherapsids wrote:
- but heres an idea. how about civilization is just the idea
of staying in one place and not seperate from tribal phase/stage or what ever. just have it so if your a carnivore its animal husbandry, if herbivore agriculture, an if omnivorous bolth. then the animal husbandry leads to trapping and other techs, but in a different fashion to the herbivore tech tree, so have the tech tree in the editor but branch out in multiple ways. There is already a tech tree that branches out in different ways like you said. I am not sure if it is based off of your species' diet, but only a few techs would even be affected by that. I will mention that point to Alaska. - kingTherapsids wrote:
- before you get the civ. policy/cultural traits you are a tribal/nomadic ''people'' so to say...
but techs lead to many things so you will have more than one thing that infulences your people enough to call it a start or end of an era so to say..
eras: you mark in your history where it starts then name it, after that you say when it ends. example: mideval times ended with the invention of the printing press, and caused mass literacy, and began the rennassance.
the industrial revoloution started with the steam engine, and cause the mass production of goods and the first factories.
what do you think of these? Civilization is not something tangible or measurable. There is no clear tech or advancement that gives "civilization". It is a gradual transition. There is no civilization stage in Thrive. Instead, the there is a transition from awakening stage to society stage once your species starts coming together into communities and societies, hence the name. So in other words, there is no clear distinction between when you are a civilization and when you are tribal. Industrial stage is entered once a certain level of technology has been discovered to develop industrial machines. It is not confined to only the invention of the steam engine. There are no cutscenes are major changes to interrupt the flow of the game during these transitions. There will be general shifts and trends in economies, societies, militaries, and governments, but these are not clearly defined by the game. Instead the player can go into their history, highlight a certain span of their history, and label it as a certain age or era or whatever. | |
| | | kingTherapsids Newcomer
Posts : 10 Reputation : 0 Join date : 2012-09-11 Age : 29 Location : USA! USA! USA!....crap im falling for nationalism... XD
| Subject: Re: Culture Editor Features/Usage Discussion Wed Sep 19, 2012 8:58 pm | |
| NO CUTSCENES!!! this game is to good to be true! im glad that these methods of the idea are used......:) this is geat news.
but i have one question. when you start diplomacy with a civ. will there be a option to draw boundaries of your borders and check with your neighbors to see if they agree? if you just do it this causes border disputes, and if they agree it may be ok or piss them off but they don't want to make you mad. will this be implemented? | |
| | | NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Culture Editor Features/Usage Discussion Wed Sep 19, 2012 9:44 pm | |
| Boundaries are calculated based off of certain variables I cannot recall. There is currently no concept of diplomatic options to change borders. It is an interesting idea, but I can't imagine how to model it mathematically. | |
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