Project thread: Mediterranean Trade
Posted: Tue Sep 25, 2012 1:53 am
I may as well share with you guys what I'm working on. Anyone who visits sotyscndesign will probably see that this is just a copy paste of the same thread
The project that i've been pouring my soul into lately is basically another version of Venice v1.0, and mine is also set in the Mediterranean.
My basic philosophy behind my concept asked two main questions:
1) Empire Earth reflects strongly on the militaristic subjugation of an opponent. Since this is the focus of the game, there are a large number of military-oriented scenarios. What if a scenario could be made that requires a player to overwhelm an opponent in more than just one primary way- what if the player needed to conquer the opponent ECONOMICALLY, SOCIALLY, POLITICALLY and then PHYSICALLY. Surely it would make for a far more engaging conquering experience. How would I approach this using the tools Empire Earth has provided me?
2) Can i make a better scenario than Von Bert
~
I thought about it for a while, and I believe that my goal can be met, but it will require a buttload of time and patience to deal with the bugs, get everything to flow and most importantly, to BALANCE.
I made my first synopsis of the map:
- the goal is to make money
- money can be made by harvesting resources and selling (trading) them with neighboring ai cities
- some neighbors will have things you don't have, but things you need in order to prosper
- you get reputation for good trade deals. High rep = increased business and money
- you do bad things, you lose rep, less money earned from trade, rep gets too low, you get attacked
This became the core of the scenario. I've since expanded on this idea to include various other factors... it would be too exhausting for me to list them now but i do have nearly everything planned and organised.
As far as actual work goes, i've completed the physical map, with all cities and microenvironments (rocks flowers tall grass seashells etc)
I also set up the patrolling ai's ships and their own battle triggers
I also set up the unit system for the resource transportation (to transport resources they needed to be in some kind of controllable movable medium that can be loaded onto ships. I used rams for this).
At the moment i'm working on the basic tax system and getting that bug free. I'm pretty close i think, but its still pissing me off. I might go into detail with that in a bit
Here are just a handful of the features i have planned for this scenario:
- as epochs progress, cities grow larger and the environment changes (the ai is not active in this map)
- calamities affect trade and will change how ai players interact with the human
- the ability to tap into a global market and invest money and expand trade capabilities
- supply and demand principles: items in high demand pay well, those which arent do not. Demand is determined by regional political, social and economic conditions (after a famine, the price and demand for food goes up, but supply drops)
- option for changing governmental styles
- monopolising trade - both regional and international
- technology tree: you can combine basic resources to make new ones of increasing complexity and value
- skilled units: use resources to build units, either for own use or for trade. Some units require certain technologies and resources before they can be built
- historical events: my game spans from roughly the Bronze Age to Modern Ages, and historical events all occur throughout, providing both obstacle and opportunity for the player
My strongest focus for the map is its economy, followed by society. Politics is crucial to making your development effective and efficient, and military comes in last with lowest focus. I'm purposely making it difficult to win just by destroying your neighbors' capitols, because this kinda makes the game lame
As this is, i suppose, my main thread for the map's discussion, i'll be updating alot and, if its's allowed around here, doubleposting as well. I wanna use this thread as a means of getting all my thoughts out and for people to dissect them and sort things out/make them work. Feel free to ask questions about my map, nearly everything i want to do i've already figured out how to do, i just have to lay it all down, fix the inevitable bugs and make it all flow
I won't be releasing the scenario as a wip for evaluation etc... i'd really like for everyone to see this one for the first time in its 100% complete form
In terms of statistical data this is what i have so far-
669 triggers
1460 conditions and objects
2352 effects
331 areas
By my honest personal calculation, i'd say this is (still) about 1/20 of the finished work. I'm looking at at least 6000 triggers for the supply/demand system alone. Probably alot more now that i think about it some more. Either way all good though lmao
The project that i've been pouring my soul into lately is basically another version of Venice v1.0, and mine is also set in the Mediterranean.
My basic philosophy behind my concept asked two main questions:
1) Empire Earth reflects strongly on the militaristic subjugation of an opponent. Since this is the focus of the game, there are a large number of military-oriented scenarios. What if a scenario could be made that requires a player to overwhelm an opponent in more than just one primary way- what if the player needed to conquer the opponent ECONOMICALLY, SOCIALLY, POLITICALLY and then PHYSICALLY. Surely it would make for a far more engaging conquering experience. How would I approach this using the tools Empire Earth has provided me?
2) Can i make a better scenario than Von Bert
~
I thought about it for a while, and I believe that my goal can be met, but it will require a buttload of time and patience to deal with the bugs, get everything to flow and most importantly, to BALANCE.
I made my first synopsis of the map:
- the goal is to make money
- money can be made by harvesting resources and selling (trading) them with neighboring ai cities
- some neighbors will have things you don't have, but things you need in order to prosper
- you get reputation for good trade deals. High rep = increased business and money
- you do bad things, you lose rep, less money earned from trade, rep gets too low, you get attacked
This became the core of the scenario. I've since expanded on this idea to include various other factors... it would be too exhausting for me to list them now but i do have nearly everything planned and organised.
As far as actual work goes, i've completed the physical map, with all cities and microenvironments (rocks flowers tall grass seashells etc)
I also set up the patrolling ai's ships and their own battle triggers
I also set up the unit system for the resource transportation (to transport resources they needed to be in some kind of controllable movable medium that can be loaded onto ships. I used rams for this).
At the moment i'm working on the basic tax system and getting that bug free. I'm pretty close i think, but its still pissing me off. I might go into detail with that in a bit
Here are just a handful of the features i have planned for this scenario:
- as epochs progress, cities grow larger and the environment changes (the ai is not active in this map)
- calamities affect trade and will change how ai players interact with the human
- the ability to tap into a global market and invest money and expand trade capabilities
- supply and demand principles: items in high demand pay well, those which arent do not. Demand is determined by regional political, social and economic conditions (after a famine, the price and demand for food goes up, but supply drops)
- option for changing governmental styles
- monopolising trade - both regional and international
- technology tree: you can combine basic resources to make new ones of increasing complexity and value
- skilled units: use resources to build units, either for own use or for trade. Some units require certain technologies and resources before they can be built
- historical events: my game spans from roughly the Bronze Age to Modern Ages, and historical events all occur throughout, providing both obstacle and opportunity for the player
My strongest focus for the map is its economy, followed by society. Politics is crucial to making your development effective and efficient, and military comes in last with lowest focus. I'm purposely making it difficult to win just by destroying your neighbors' capitols, because this kinda makes the game lame
As this is, i suppose, my main thread for the map's discussion, i'll be updating alot and, if its's allowed around here, doubleposting as well. I wanna use this thread as a means of getting all my thoughts out and for people to dissect them and sort things out/make them work. Feel free to ask questions about my map, nearly everything i want to do i've already figured out how to do, i just have to lay it all down, fix the inevitable bugs and make it all flow
I won't be releasing the scenario as a wip for evaluation etc... i'd really like for everyone to see this one for the first time in its 100% complete form
In terms of statistical data this is what i have so far-
669 triggers
1460 conditions and objects
2352 effects
331 areas
By my honest personal calculation, i'd say this is (still) about 1/20 of the finished work. I'm looking at at least 6000 triggers for the supply/demand system alone. Probably alot more now that i think about it some more. Either way all good though lmao






