I posted a little while ago about a space colony mod, and someone expressed a vague interest. That was enough for me to churn out some concept art and write a little bit of background and key features. Since other people seem to start planning out their own mods, I'll also start.
DARK REPUBLIC
A Colonize 'n Conquer mod for Elemental: War of Magic
SYNOPSIS
One political party has dominated the Republic for thousands of years: Unity. Under it the various squabbling political parties have ceased infighting to pose a unified front to the vastly more powerful alien empires, confederacies and democracies that populate the Milky Way. On the surface, humanity is strong and independent.
But far from Earth and humanity's core holdings, it is clear that these old political and social rivalries have reached a bitter boiling point. Outside of the Republic lies the Green Belt, a region of rich and fertile planets as yet untouched. But these planets that were meant to be shared for all of humanity are being fought over. Once green paradises are burnt to ash merely to deprive someone else of it. This, all for an edge in what is felt to be an inevitable civil war to come. Meanwhile those on Earth are ignorant of these secret wars, but Unity is beginning to catch on...
You are an agent for one of these desperate factions, here to expel all other interests and put into place your own. If you cannot secure the planet, you are to destroy it, however you can. May your actions give you victory, commander.
TENTATIVE LIST OF FEATURES
-- Powerful terraforming technologies allows you tailor the planet to your colony's needs, while depriving it from your enemy. Turn lifeless planets into verdant paradises.
-- Depending on your proximity to Earth, the gameplay will change. Closer to Earth political intrigue and diplomatic leverage will be much more important, while further away there is less oversight allowing you to do much more aggressive actions with fewer repercussions.
-- Not only military, social, diplomatic, and research victories, but also an armageddon victory where you deprive your enemies of the planet by making the surface unlivable.
-- Saves your destroyed planets so you can try to claim its blasted, ruined surface later, along with your old ruined cities.
SOME CONCEPT ART
OK, a little note. I'm not a professional artist, and I did these freehand in GIMP along with the Smudge tool, so it's pretty crude. I just want you to know that before I start sharing with you my ugly-ass art. It's concept art, so it's allowed to be.
Whatever the speck is, it doesn't appear to show up in-game.......... the medalliobn looks a little Steampunk to me, I was thinking of something more like this:
sort of a tactical HUD look (the symbols on the right were supposed to be a circuit diagram, but I was too lazy to make it look good). In fact, why bother with medallions at all, or keep to the traditional medallion shape?
Wow! Those are amazing!
Yeah, I'd prefer something like that. I was going for an "executive" look... black marble, gold, hardwood, etc. I don't think it came off that well. The top one is a little to "alien" for me, but the bottom one is good.
I really have three different artstyles for the UI I'm debating between:
1) Classic scifi; with clear plastic and numbers running down the screen and targeting reticules and that sort of thing. Info would display as computer prompts.
2) Executive; like you're a rich tasteful executive. Marble gold hardwood, as above. Info would display on excellent stationary.
3) Bunker; thick armored and camouflaged. Info would be given on tactical printouts.
Right now, the classic sci-fi would be the best as it's most generic and least distracting... I guess.
Could I use those? They aren't exactly what I'm looking for, but they're closer.
Why not give each race its own UI? Give each race a UI that fits their personality/traits. Based off of the backstories you've given so far, I'd say the Federation would be the rich executive style, Verdania would be all metal, dull gray, that sort of thing. Of course the title menu couldn't really be faction specific, so maybe that would be the "classic" sci-fi.
But this reminds me, I need to start coming up with ideas for the UI for my mod
I more wanted to modify them or splice them with stuff I've already got. The glassiness of the first is pretty awesome. But I'll work with what I've got for now.
[FLAVOR/GRAPHICS]
Technology & the Cartels in the colonies
In the labrynthine copyright laws of the Republic, research is a minefield of lawyers, royalties and contracts. Information is an extremely valuable commodity and thousands of corporations spend trillions on armies of lawyers to defend the technology they have the rights to. Lawyers... and mercenaries. These companies are known colloquially as the Cartels.
The good news is that almost every piece of technology can be licensed from the company that owns the rights. The bad news is the royalties. And the legal expenses. And the lawyers breathing down your neck, ensuring that copyright is not infringed. Then the aforementioned mercenaries, who go where the lawyers can't.
Thus, arises a bizarre phenomenon. Engineers could build cold fusion reactors but choose to instead build steam engines. New colonists utilize civilian arms or home-made black powder weapon. Computers may require vaccuum tubes. Luckily, sponsored colonists usually can field more advanced technology than this, but not much better than that of the 21st century.
Fortunately, there is a loophole that the Cartels have been trying to close for centuries. If the colonists can prove they've independently discovered a technology without the use of copyrighted material, then copyright infringement doesn't apply to them and them alone. This often becomes the cheaper alternative to buying the technology from the Cartels.
Thus, research in the colonies is sort of an ironic activity. Researchers aren't chosen for their expertise but for their ignorance in a subject. Instead of trying to find new things they are simply trying to rediscover the old. Often in the best research labs are also the best legal firms. In essence, research is weird. Even Canthians, who can theoretically bypass the entire legal process with their psychic communications, have to twiddle their thumbs and simply wait until an acceptable time has passed to announcing new discoveries for fear of arousing suspicion.
This isn't true with all research. Some research involves planet-specific ecology and political or social organization rather than hard-boiled technology. The Cartel has no interest in such areas. Cartels also don't care how their technology is used. Two backwater colonies firing nukes at each other is Unity's business... unless the nukes aren't paid for.
Across the Republic
From the hyperreal utopia of Nova Torus to Verdania's vast mechanical marvels, the Republic itself is a patchwork of technology. Worlds use cyberware and wetware and everything in between. One planet's technological innovation is another's old hat.
Past all the arguments about what kind of technology is better, it come down truly to fashion and need. Since the vast digital networks of the 21st century fell out of favor (except on Nova Torus and those in its sphere of influence) humanity has turned to a variety of technologies. Rainy or oceanic planets such as Aegea use waterproof plastic almost exclusively. Verdanians famously spurn digitalization in favor of "real things". Other colonies were founded to avoid technology completely and live as natural a life as possible.
Of course, Unity, who excuses itself from the Cartel's petty rules, uses whatever technology it wants to in order to further the interests of the Republic.
I'll cook up an transparent glassy icon for you, and do it a bit better this time. Nice circuit thingy!
No where near the same as the last one, but this evil holgraphic imagercan become a good holographic imagerwith a simple hue tweak.
Holy crackola! I'll import these right now...
[GRAPHICS]
Hmm... It looks pretty good... though rather inappropriate for a farm. I think this holo deserves a special role...
Now THAT is cool.
Hoo yeah.........
Damn Scoutdog, those look awesome!
Thank you Scoutdog for the welcome . Unfortunately I don't possess those skills. Wish you and MagwillNZ well on your Dark Republic Mod.
If you have any 3D modeling skills, MagicWillNZ and I would appreciate it if you could mozy over to the Dark Republic mod at some point in the future......... did I mention we have avatars for "sale"?
As far as the Avatars go..um I haven't decided yet, maybe if you have a Mystic X avatar created?
Hehe... well, I experimented with some map modding. Didn't turn out so well...
I had no idea that the original png was rendered so huge ingame... those lines did look good when they were much, much smaller.
I was going for the "command console" look, but for now, it's back to the drawing board. I didn't want to resort to the "green grid", but that's generally what command consoles look like.
You could always do a blue grid, or even *gasp* yellow! ............ in all seriousness, it might be worth a try to see how the game engine reacts to oversized images...... i.e. does it shrink them or tile them bigger or just crash: if you can make one image fill up the whole FOW, you could have it be a radial projection or perhaps a reconstruction of the tactician's computer desktop........ I have to do some homework so it'll be a while before I can test, but.........
Good news and bad news: while making a larger picture does work (it causes the FOW squares to expand and be tiled less frequently) somewhere between 724 and 6516 pixels (big range, I know) the game becomes hideously laggy, so creating a single image to cover the entire map is out of the question.
I've been thinking about this mod's backstory, and one thing that doesn't make a whole lot of sense to me is: Why such a big deal about this one planet? Sapce is quite large, and quite probably filled with habitables, so it really doesn't make sense for ten factions to be fighting tooth and nail for just this one little ball of rock...... a sector or star cluster, sure, but there has to be something special about the game's planet...... a specific material resource that could turn the tide of civil war seems like the obvious choice.... or a gaza-strip style piece of real estate that people cling to with a frevor disproportionate to it's size and pure tactical value alone........ thoughts?
[FLAVOR]
(OK, admittedly, I felt pretty pathetic drawing borders in our galaxy... I had an existential moment there)Yellow = Us.Green = The Etarn aka "The Beacon"Blue = The CorPurple = As yet unnamed mercantile raceGrey = Disparate alien empires, confederacies, democracies, monarcies, and so forth.Arrows represent areas of expansion into the Green BeltHumanity has always been a little more "insecure" in its position than, say, the Etarn, which is why they are so aggressive when it comes to colonization. They've really pushed expansion to the limit, often using a single colony to claim influence over hundreds of more worlds than it really should be able to handle. So far, this gamble has worked. This is why it's such standard practice to send more than one expedition to a single world... so that the Republic ensures that it gets a foothold.But, as you mentioned, there is sort of "gaza strip" element to it. Simply, different factions want to hurt each other as much as possible... instead of economically (and intelligently) allocating different planets to different forces, the groups want to take the planet so that others can't use it against them. If they rob each other of a foothold in the sector, then they have a greater claim to it.I guess it would make sense to have a unique mineral or "spice" to fight over. I'm not against it... I'd just prefer to avoid using MacGuffins until I absolutely have to. I'd rather keep such struggles on a planetary level rather than a galactic level... it's much too easy to have Unobtainium be the driving force in the universe.
Yeah... that was probably a longer answer than you were looking for, but that's my thinking... at least for now.
EDIT: The map above is crude, and doesn't reflect where things will be when I get closer to finishing... it's just a illustration for now.
I love long answers. Another possibility is that the goodies on this planet are more political than tactical: say, the planet was discovered by Joe The Famous Explorer or has been selected as a microcosm "proving ground" by Unity, aliens, or somebody else, and thus has a lot of media attention on the people colonizing it. If they can succeed in taking control, they look really good, but if they fail nobody wants to side with them.
I would definitely like things like this to happen. I'm going to take a lot of advantage over Elemental's unique world generation to make scenarios like this. I'm not against having "quests" of some flavor either.
Though, I also want the possibility of the game taking place on a complete meaningless backwater too... that might be fun in a different way.
I've made a new grid and a new ocean tile, using green this time. It's still not quite what I want.... and those seams will eventually need to go away... but it'll do.
EDIT: ...for now.
I've realized that you might find a lot of use in I-Mod Productions: they're a german-based (but English-speaking) modding site that could use some new blood to liven it up. They're dedicated primerily to GC2, but they have a currently empty Elemental section that I think this could fill quite nicely. There are a LOT of people with programming, modelling, and GFX skills looking for stuff to do, as well as some space for hosting and assorted tutorials, guides, and the like. I'm over there (although not terribly active) under the name AgentMulder.
Thanks... I'll be sure to check it out. I'm somewhat reluctant to start something there until I've got more of a product... too much pressure for something I'm doing just for fun right now. But anyone is willing to submit anything if they want to. I just don't know what's going to happen with stuff.
[GAMEPLAY]
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Early Game Conceptualizations
One of the problems I have with TBS strategy games is that I personally am impatient for the all the cool stuff that happens towards the late game. For me, the early game usually involves me waiting for someone to declare war on me while I research like mad so I can build cool ships/troops.
I really want to do something unique and special for the early game... something cool enough where players will look forward to loading up a new game just for the experience, rather than feeling they've gotta “work” for the cool stuff.
So what's the coolest thing about going a new planet? Exploration. The early game will focus a great deal on exploration... how well you explore the planet will influence how successful your colony is. I'm not talking about goodie huts, although I certainly am fond of those... but something a little more dramatic.
I've split these conceptualizations into different categories, beginning with the easiest to implement to the most difficult. Eventually, I'd like to go for the gold and make the most interesting early game experience as possible.
CONCEPT A
The player will be able to build “surveyor” units. Surveyors can capture Anomalous Regions, that generate Research points each turn. The thing is with these Anomalous Regions is that they draw from a limited pool of Research points shared amongst all Anomalous Regions... once this pool is dried up the Anomalous Regions only produce the slightest trickle of Research.
This immediately generates strategic locations for players to fight over... whichever player can wrest the majority of the Anomalous Regions will have a definite edge over less aggressive players.
CONCEPT B
Concept B really focuses on making Surveyors more interesting units... making them the equivalent of heroes from traditional fantasy RPGs, except they're of a much lower power level and can't lead armies. They will be fleshed out as individual pioneers, adventurers, and scientists, and should be readily hirable from the first turn.
Surveyors should also have access to interesting gear choices from the get-go... sniper rifles, scout armor, gas masks, survival gear, mobile labs, etc, and also should have interesting skills and abilities. Surveyors should be able to form and fight as parties.
Surveyors should be absolutely the best early-game choice. However, as the game wears on and the colonies are better established, surveyors should be too expensive and too few to field in armies effectively, and eventually are replaced by military. Also, since exploration is no longer imperative, their role by mid and late game is basically over.
CONCEPT C
Concept C expands on planetary hazards, native life, and exploration. At this point I'm not above making mini-dungeons in the form of cave systems for little surveyors to explore. Hideous alien beasts like monsters from Avatar should be encountered. Essentially, a modified quest system like what we'll see in Elemental.
With this in place, the early game will ideally feel like one of those good/cheesy sci-fi space exploration movies. I don't know how to translate “wonderment” and “awesome” into a computer game form, but screw it... I'm gonna try.
Also, your old Surveyors should retire when their careers are over and live as citizens in your colony, perhaps eventually become generals, politicians, or some other kind of agent.
That's pretty much how I play GalCivII. I build just enough of a military that no one thinks I'm an easy target, try to stay neutral towards everyone, and just keep clicking "turn" thinking to myself "please don't declare war on me, please don't declare war" while I research up to nightmare torpedoes.
Anyway, there is one problem I see with your Concept A. I think it encourages super-rapid expansion at the start a little too much. From the sounds of it, the only really effective way to play is to expand as far as possible, as quickly as possible. I turtle in pretty much every strategy game I play (real time or turnbased) and look for natural choke points that make it easy to defend my borders (in Elemental, that's usually mountain ranges and things like that). But with your model, I feel like I would be almost coerced into not turtling and instead aggresive expansionism.
My 2 cents
Noted, Kyogre... that's not the thing I'm going for. I too am a turtling player and I'd like that to be a somewhat valid strategy. The idea wouldn't be to build new towns over these strategic locations, but to capture them with surveyors and hold them with fortifications or something.
I think a weakness of other TBS games is that early game battles are uninteresting, don't happen that often, and usually require *all* of a civ's forces to be effective. I want a sort of lower intensity conflict between small groups of well-armed people. Even if you are a turtler, there shouldn't be too much risk involved with arming 2-5 well-trained people to go out and capture strategic locations. Also, as a turtler, you wouldn't get super bored. As a point of comparison, it would be rather like the game Disciples, with well-fortified capitals and 2-3 groups of adventurers.
[Faction Overview]
MDC CEO Krupp, overseeing factories in a new colony. From the Republican Free Archives.
The Mars Development Company
The Mars Development Company was a name that once struck every human outside Earth with trepidation and anxiety. The truly ancient corporation once had a chokehold on near-Earth colonies in the early days of colonization, its entrenched management insisted on inhumane policies to ensure profitability. The MDC inspired centuries of anti-corporate violence and guerilla warfare targeted against the Company and other corporations that mimicked it's business model. It was thought that the conflict would provoke the first Republic-wide civil war.
It didn't. Actually, the MDC stock prices plummeted and its strategy of stripping planets for mineral wealth was not found cost-effective. Other companies found that native life made a far more valuable commodity than any rocks that could possibly be dredged up. The MDC's end founded a new era for entrepreneurship in the stars. Now, the MDC means about as much to the modern Republican as the East India Company does.
Except that the MDC never actually went away. It had eked out a living on distant moons of impoverished, buying up prison populations and hiring the poorest of the poor to mine away their surfaces and selling it in bulk... the same exact business strategy it had been using for a millenium.
The truth is they can't stop it if they wanted to... they were all betrayed by the CEO Alfred Krupp. A thousand years ago the entire upper management were placed in robotic bodies, thinking that if they were immortal they could become the most powerful men in existance. These robotic bodies were known as the PresUnix (or Preservation Unit). However, there was a technical flaw built into the units: the part of the brain that governs imagination ceased to function upon introduction to the unit. Krupp's own PresUnix, of course, didn't have the flaw, Krupp's own lack of imagination is simply due to age. Krupp thought that by sabotaging his upper management without actually killing them he could ensure he had no rivals.
The MDC, the robots that they are, continue to perform the same things they have done for centuries without any sign of cessation. But Krupp knows in order for the company to survive he'll need to "evolve"... that is, he'll need to take his operations to the frontier, where he will no longer be confined to dusty moons but to worlds filled with mineral wealth. Krupp is absolutely incapable of seeing value in the native life of planets, he very much views flora and fauna as the stuff between him and the rocks.
FACTION QUALITIES
- The MDC relies on law enforcement and military power to keep order, rather than loyalty.
- MDC's military style is masses of poorly-armed infantry supplemented by mercenaries and robots.
- Enormous population growth and immigration ensures that the MDC player will never be short of soldiers and political instability.
- The MDC are terrible at terraforming... however, they are really good at reversing the terraforming process and making a planet less habitable.
- The robots may not have imagination but they have long memories... and longer lives. They remember a lot of secrets the great UNITY members would rather kept secret. They curry political favors by blackmail.
(My art skills are the suxors right now. I'll have to make something later)
Planets and Gameplay
It's been a while since I posted, and I wanted to show you guys what I'm looking at right now.
Today I started playing around with Python. It's an extremely easy language. So easy I sort of did a "proof of concept" planet generator. You type in the inputs and it tells you the colonization potential of that planet. It even cranks out a "population growth rate" index and the escape velocity. It's a very crude program but I wanted to just illustrate some points to myself.
I'd like the choice of planet to dramatically change the gameplay. What I wanted to focus specifically on in this post is gravitational pull. Depending on the gravitational pull, warfare and society should dramatically change.
Gravity heavy worlds are generally less valuable because the escape velocity makes it more expensive to export goods from the planet. Heavy gravity worlds also are just more unpleasant... since everything literally involves more work. Air travel and travel in general is far more restricted.
On the other hand, low gravity worlds benefit from a high escape velocity. The increased capacity for flight and transport affords a more dispersed society. For a low-grav worlder, a high grav world should seem really frantic!
These things should be fairly easily simulated by attaching a "Gravity" modifier to things such as movement speeds, population growth, cost of transportation and flight.
In terms of military, low grav worlders would benefit from high manueverability and speed as well as exceptional ranges for weapons. War on high gravity worlds, on the other hand, would have effective ranges reduced by a lot, being largely replaced with very powerful guns, thick armor, and even melee weapons. Aircraft would have to be very specialized, but they would for the most part be replaced with tanks.
This also allows weapons specialized for different environments. An expensive, slow-firing obscenely overpowered rifle might be excessive on a low-grav world but the only well-functioning ranged weapon on a high grav one. Melee weapons would be of greater use.
Low gravity would allow a ton of really fun possibilities too... jump pack infantry, obscenely huge creatures, crossbows that fire artillery shells...
On a deeper level, there could even be a difference between a character raised on a high gravity world and a low gravity one. Low grav worlders would be crushed on a high grav world!
Of course, on a "Earth" gravity world, there would be a suitable mix of military strategies.
Here's the link to the raw code to the "planet generator", in case you wanted to copy/paste it into Python v3 and play around with, frankly, a pretty dumb program.
http://www.pastebin.ca/1823320
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