It could be great to have (in opposition to scenarios) missions delivered by ruleset.
For example, historical-related rulesets could provide polish ruler, who conquer Moscow,
Player could select only one King/President/etc. at the time. Each have unique ability/skills. For example, for who conquer Moscow, could have skill increasing units attack for Moscow. And it have some missions, which will be active until accomplished or this great person was killed. For example - this person have one of mission to conquer Moscow.
For each accomplished mission, player will retrieve some victory points. After gather (for example) 10 points (for ten accomplished missions), player would won.
Of course, player will play on random map, so we must provide many missions and some could not be accomplished. But.. player could select current leadership, so also selecting mission set. Also, you could provide missions, which each player could accomplish, like build some wonder.
Some missions example:
1. Egyptians:
- Some ruler:
a) Build Pyramids (wonder)/Pyramids production bonus
b) Conquer some country, where Jewish were living (I do not known, where)/Attack strength, when attacking victim cities
2. Russia:
- Catherine:
a) Buy loyalty of 10 Polish Cities/Units-City gold spend bonus for some diplomats action
- Putin:
a) Conquer Georgia/Attack strength, when attacking victim cities
etc.
Also, some leader could been accessible only after researching some tech.
What do you think? I think it could be good alternative for scenarios, where scenarios are better, but who wanna to play small set of scenarios infinity? This victory way - historical - could be great. Of course, player should have a way to disable/enable it.
[Politican] Ruleset-based missions
Re: [Politican] Ruleset-based missions
Quick notes about what is already possible:
1) Scenario file can exist without a map, so random maps are possible with them
2) There's e.g. "Victory" effect and Player:victory() method in lua API, so ruleset defined victory conditions are already possible
Of course your suggestions have much more stuff, that is not currently possible.
1) Scenario file can exist without a map, so random maps are possible with them
2) There's e.g. "Victory" effect and Player:victory() method in lua API, so ruleset defined victory conditions are already possible
Of course your suggestions have much more stuff, that is not currently possible.
Re: [Politican] Ruleset-based missions
In randomly generated maps the big question code-wise is "what *is* Moscow?". You can't know which city id gets used by which city (or even nation) if the city is not pre-placed in the map. It definitely cannot be just a city named "Moscow" as then Russians could just rename it (or never found a city by that name in the first place). "Capital of Russia" might work - which still assumes that Russians are in the game.Lachu wrote:who conquer Moscow
Re: [Politican] Ruleset-based missions
If we have as limited game populating mechanism as in CivI, we can build a mission or two for each nation in any possible setting.cazfi wrote:"Capital of Russia" might work - which still assumes that Russians are in the game.
If I thought about things like this for Freeciv case (i.e., potentially dozens of players and hundreds of playable nations), I usually pretended to make the requirements out of the previous going of the game. Like, defeat one who has first built warriors to get 10% attack bonus vs warriors, or get 3 technologies from the builder of Lighthouse to get extra trireme movement. Well, that is more difficult to make having some roleplaying flavour.
Culture/Triats
I look at Humankind and decided to change this idea.
Player will have some ruleset-based missions. Of course, you had to create mechanism to define this missions. Player will earn/lost triad or change culture depending on character (more militaristic or economic, etc.). These could be integrated with counters or multipliers. When player gain much mission points for militaristic triad, it will earn this triad. Maybe, when earning points in economic-related missions, player will lost militaristic mission points.
Also, using the same mechanism, ruleset authors could create cultures. For example - iron working will give ability to built an swordsman, but if culture is roman, player could built legions instead.
Player will have some ruleset-based missions. Of course, you had to create mechanism to define this missions. Player will earn/lost triad or change culture depending on character (more militaristic or economic, etc.). These could be integrated with counters or multipliers. When player gain much mission points for militaristic triad, it will earn this triad. Maybe, when earning points in economic-related missions, player will lost militaristic mission points.
Also, using the same mechanism, ruleset authors could create cultures. For example - iron working will give ability to built an swordsman, but if culture is roman, player could built legions instead.
Culture/Triats: further
[triad_economic]
name = "economic triad"
req = {
"name", "value", "range"
"Counter", "Economic missions score" for economic triad , "Player"
}
[missions_generator_economic_1]
counter_inc = "Economic missions score" for economic triad"
value = 10
conditions = {
"name", "target_rel", "target"
"Establish traderoute", "Neighborhood", "Target1"
}
[missions_generator_economic_1]
counter_inc = "Economic missions score" for economic triad"
value = 20
conditions = {
"name", "target_rel", "target"
"Establish traderoute", "Neighborhood", "Target1"
"Establish traderouter", "City", "Target2"
}
target1_reqs = {
"name", "value', "target"
"Triad", "Economic missions score" for economic triad", "Player"
}
target2_reqs = {
"name", "value', "target"
"Building", "Marketplace", "City"
}
[effect_economic_triad]
name = "Output_Bonus"
value = 100
reqs = {
"name", "value', "target"
"Triad", "Economic missions score" for economic triad", "Player"
}
[counter_economic_triad]
value = 0
type = "Custom"
name = "Economic triad score"
checkpoint = 20
name = "economic triad"
req = {
"name", "value", "range"
"Counter", "Economic missions score" for economic triad , "Player"
}
[missions_generator_economic_1]
counter_inc = "Economic missions score" for economic triad"
value = 10
conditions = {
"name", "target_rel", "target"
"Establish traderoute", "Neighborhood", "Target1"
}
[missions_generator_economic_1]
counter_inc = "Economic missions score" for economic triad"
value = 20
conditions = {
"name", "target_rel", "target"
"Establish traderoute", "Neighborhood", "Target1"
"Establish traderouter", "City", "Target2"
}
target1_reqs = {
"name", "value', "target"
"Triad", "Economic missions score" for economic triad", "Player"
}
target2_reqs = {
"name", "value', "target"
"Building", "Marketplace", "City"
}
[effect_economic_triad]
name = "Output_Bonus"
value = 100
reqs = {
"name", "value', "target"
"Triad", "Economic missions score" for economic triad", "Player"
}
[counter_economic_triad]
value = 0
type = "Custom"
name = "Economic triad score"
checkpoint = 20