[V0.10]Custom civ and settlements

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Cernunos

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Depending on your knowledge, you will be able to build various building/perform various actions in settlements.

Building settlements require only gold for now.

Basic thing you can do in settlement is rest.
You can't build a settlement within 12 from a town, village or castle, or 25 from another settlement.
Settlement variables:
Basic is population. The more population, the more buildings you will be able to build, the more troops you will be able to recruit, the more goods will be produced.
Then, sanitation. The better sanitation, the more the population will grow.

However, the more population, the greater the chances something bad would happen: epidemics, fire....
The more population, the less sanitation will be.

 
Added some new features to settlements. Population increase is done (depends mostly on food available so far. No sanitation factors yet), as are specialist managments screen (recruiting, transferring from party to settlement, and from settlement to party, and so on...)
Basic buildings managements is done too (like building/destroying them)
Knowledge features are added, and they work very well, I will add some more as more variables are available.

Next, I will work on experience gathering and improvements for specialists (it means a novice will possibly become a compagnon, and a master. But some accidents could also occur, that will kill specialists)
 
Added wood ans stone gatherers, wood and stone gathering routine, and specialist improvements routine. Better chance to grow in level if training knowledge acquired.
I need to add schools then, that will even increase more the chance for specialist improvement, and will produce a little bit of knowledge the player will be able to "gather".

Wood cutters are the same troops as lumberjacking troops available from guilds. Same for the stone cutters. So it is very possible to go "buy" some specialist in a guild, and bring them in your settlement.

I also started working on equipping those very various troopers. I will need to add tier 2 and 3 for each trooper.

I am very aware all this will need some balancing, for long term use, because I am only testing on very short cycles.
 
I added a "Learning" knowledge. Adds 1 to int attribute, fatser book reading, increase specialist improvement chance, increase chance for learn from failure feature. Allows to build schools.
I need to increase better results in guilds lessons if player knows this tech.

Schools will provide a little bit of knowledge. It will make use of at most 500 inhabitants. I will probably go for +1-5 Knowledge points per month, depending on the number of inhabitants in the settlement. (so you would need 4 schools to gain top benefit (4-20 KP per month) from a settlement of 2000 inhabitants).
 
I have been adding new troops, you will be able to recruit them, depending on acquired knowledges.
Peasants
Peltast
Hoplite
Spartans (same as hoplite, but requires "honor" technology also.
Legionary
Samourai
Longbowman
Bowman
Zulus
Crossbowman
Warrior
Huscarl
Barbarian
Paviser
Varegue
Great game Hunter
Cataphract
Light horse archer
Light horseman
Knight
Poacher
Berzerker
Middle horseman
Heavy horseman

All these troops come as novice, regular, and veteran.
I don't have the proper items to truly depict those warriors. However, they are equipped as their historical counterparts.
Any more troops ideas, with defining knowledge(s), are welcome.

I am also in the process of defining how these troops will be recrutable. Will they need only technologies? Will they also need special buildings to be constructed, like a forge for heavy metalled troops  ?

I am also considering a modified recruitment system, where you first have to train recruits before actually getting them in your party.
This could add a level of realism, like a peasant could require two days of training, and better troops could require much longer time, like 2-3 "weeks" (not real training time, who wants to wait 18 game years to recruit a spartan ? ^^)
 
Added Numidians light cavalry (mounted unarmored harassers/javelin throwers)

Added the option to transfer inhabitants from settlement to the party as "settlers" (very very weak peasants), and to transfer settlers from party to settlement (100 added inhabitants). This is free, but will increase unrest in the depleted settlement.

I will try to make it so that settler unit consumes a lot of food ^^. Done, one settler equals 20 fighting men as for food consumption

Maybe I could make a "settling" knowledge, that would reduce the unrest cost of displacing settlers, and reduce the basic cost for creating a new settlement (that would be quite expensive). However, It would have to make something else, or it could be not really interesting. Unless I add some more restrictions to transferring settlers.

I am also considering how "construction" should work.

It will require construction wood and stone (at least).
It will require a set amount of points. This amount will be reduced every hours, until it reaches 0, the building will then  be constructed. I am making this a big amount, so I can add quite a lot of variables: amount of inhabitants, various knowledges, specialized builders.
 
Added the land expansion feature. You will need land to construct buildings, so this feature is added, along with "land expanders" troops.

I need to fine tune food availble and things like that, because right now, a basic settlement is doomed to disappear. I really need to fine tune this, and offer more possibilities.
 
Added health variable for settlements.
Basics is the more population, the less health, that in turn will impact population growth.

Most of the basics systems are in place. Last big one is adding production buildings (like a forge that could give you iron, or mines that could give you ore, or bee farms that could give honey...), and all the custom settlement basic systems will be done for release.

However, I also want to enhance knowledges, and give the player more chance to acquire knowledge. I changed native books to reflect this a little bit. However, native book system is a pain IMHO, so I think I will go that way: Sages. Or researchers. Having them in your party will slowly increase your knowledge. Of course, they will be weaklings, so no fighting with them, or keep them at camp. YOu will also be able to "spend" sages for some big specific random knowledge boost (because sages will be faction dependant, and give teachings in there specialized fields). Last thing is research buildings that you will be able to build in custom settlements.

Then I will add some more knowledges and buildings, and it will be ready for release.

Again, please share if you have knowledge ideas. I feel a little lonely here sometimes, and I tend to believe people really don't care about this upcoming release :sad: . Or maybe it is just a wait and see, and you will have ideas when you see it working...
 
Oh well, actually, I think I can find a truck load of knowledge ideas to add to the system, this is not really an issue. Stuff like, you know, pillaging, food salting, food smoking, trading, butchering (will improve a coming "little" skill, feature to be added), mountain lore, tundra lore, steppe lore, and so on. Knowledges that the player will be able to learn, and that will give him bonus, or give him new opportunities (new troops to recruit, new buildings to build, new options in his settlements...)
You can think of knowledges as the "technologies" you can research in Sid Meier's civilisation, for example, principle is the same, acquiring knowledges to increase possibilities, interactions, improve your character, your settlements, your crafting, and so on...

And I made some pretty good progress in various base systems today (refined construction system, refined land expansion, and so on...)
 
Added terrain Lore knowledge (moutain, forest, steppe, desert, ...). Gives big bonus to wandering/camping/sneaking/ambushing  and so on if you are in the proper terrain.
 
MAde some good progress toward faction specific wisemen (the guys you will be able to recruit in your party, and that will give you some random faction specific knowledge).
Then I would have to add a generic global knowledge book, that would be re readable, and the various features to gain new knowledge will be complete.
 
Faction wisemen system is done, I need now to flesh it out with proper faction knowledge, but this can be very easy.
Wisemen will give you a tiny amount of global knowledge, and some faction specific knowledge. They are rare troops you can recruit in cities (for now, and for simplicity's sake. I can change that of course depending on feedback). Wisemen have a little chance to turn "out of idea", and so useless, from times to times.
"De Reis Multitudinis" (sounds like latin, but is not ^^) is also done. This is a generic book you can find at book sellers, that will give you global knowledge, and that, contraryly to the others, you can re read. But it is destroyed once read, so you will have to re buy it.
 
Added foot salting knowledge (allows player to preserve party food, +1 cooking, increase food storage in settlment)
Added foot smoking knowledge (allows player to preserve party food, +1 cooking, increase food storage in settlment)
Added pottery knowledge (little denarii every 24 hours, increase food storage a little bit, allows to build granary (vastly increase food storage)
I am utterly disheartened by the obvious lack of interest for this mod. Playing more Diablo 3 than coding those days....
 
Added orientation knowledge (adds spotting, pathfinding, +15% global map speed)
Added mapping knowledge (increase view range when leaving towns or catle or villages) Visited TVC stay on global map much longer (I had to reduce the time otherwise)
 
Added engineering knowledge (+3 engineer skill, decrease construction time in settlements).
I will try to add a map feature.
 
Added map system. Having a map in player's inventory will reveal part of the terrain. There are town area maps, faction maps, and whole world map (for an outrageous price) Mapping gives a bonus in every case, but you don't need mapping for the maps to work.
 
I will bug hunt, and release a first version of V0.10, hopefully this WE.
The custom settlement feature is not complete yet, but hopefully I will get some feedback, and I will be able to fine tune it.
 
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