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Old January 18th, 2004, 10:01 PM
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Default Brilliant Idea to make Indies More Interesting

The indies in Dominions II are really neat, and one of the things that make the game deeper and less predictable than, say, MoM, MOO, Populus, AoW, and the like. But they could be made much more fun and interesting, without much trouble.

This is something that can hopefully be added to the game engine - the ability to vary scales across the map, using factors other than the God's domain. Currently, special sites affect the local scale of some provinces. However, the map would become a more dynamic, less homogenous landscape if local scales were affected by indy populations, as described below.

To be very precise, independant civilizations do not have god-like scale-tipping power. However, certain types settle in places that are suitable to their physiology - for example, cold-blooded lizards choose locally warmer provinces, and cold-loving Raptors choose colder ones. On the other hand, Feudal societies (Knights and Longbows) imposed order on their citizens, while the concept of order being desirable just confuses barbarians. Merfolk only occur in highly magical environments, and Amber Clan Tritons have developed means of adapting the materials available underwater for efficient use.

Scale Modifiers by Indy Population:

Druid: +1 Growth
Barbarian: +1 Turmoil
Feudal: +1 Order
Garnet Amazon: +1 Heat
Onyx Amazon: +1 Death
Crystal Amazon: +1 Magic
Merfolk: +1 Magic
Amber Clan Tritons: +1 Productivity
Lizards: +1 Heat
Raptors: +1 Cold
Ichtyid: +1 Sloth (not good with tools)
Hoburg: +1 Luck
Others - Human non-feudal, Tribal, Atlantian, Triton, Jade Amazon: Neutral.

Scale Modifiers by Terrain Type:
(Note: Does not affect capitol provinces)

Mountain: +1 Cold


Also, I would love for the "Province Info" screen to add space for a description of the indies living there, and of course support for added text. An example would be:

Oaklands (27)

Feudal Society

Serving their liege lord, knights frolic about this land jousting, slaying dragons, and imposing order on overworked peasants. The population is kept safe from evil target-bearing haystacks by the keen eye and steady arm of longbowmen. When trouble threatens, knights and longbowmen may be found in the sampling ale at the local tavern, while the townfolk are handed a spear and leather jerkin, and sent out to fight.

Scale Effects: +1 Order

(Scales)
(Dominion)
(Terrain)


Note that Illwinter has only to add the text-tag capability and the text will be supplied by eager fans

-Cherry

[ January 19, 2004, 05:02: Message edited by: Saber Cherry ]
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