RTS (features and story)
But Civ4 is turn-based right?
Will need some adaptations of the core ideas...
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I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
What do you mean by Uniques? As in, units only available to one species archetype?
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I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
On the other hand, I like it when a species has one or many (if not all) units that others cannot produce. It gives them an edge, but also complexifies things. More often than not, it also takes away another unit spot, and thus, generates natural weaknesses and strenghts which kinda condition a certain playstyle.
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One idea I like is the "army" being a small warrior band that doesn't have a huge army to call units in from (or doesn't train them on the battle field), but instead build a "town" (kind of like in Majesty) and recruit units from a building that would attract that sort of person (possibly having a "current population" stat for the building that increases over time instead of having a build time). eg. A Tavern would get thugs and assasins, a church would get Clerics.
The thing is though that the structures would start as tents and move into proper buildings as time was spent to upgrade them, hence attracting more and better units.
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One thing I really enjoyed about Civilization was the fact that at the higher levels, especially in the early game, you couldn't just follow your typical strategy: you really had to "play the map", meaning that your strategy would depend on the layout of the randomized map. Your standard strategy might be to build cavalry units as fast as possible, but if you don't locate any required resources (horses) near your starting point, you would have to adapt your strategy.
Regarding buildings: How about making the buildings mobile?
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.