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Andy_Dandy

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How can it be immersion breaking when we are talking about completely different universes? Each universe have their own rules and immersion breaking come from breaking these rules, not that one universe break another universe rules.

Because that entire Universe, and its rules, would be totally out of touch with me.
 

Kovax

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The idea is not to intentionally break the stereotypes, it's not to be absolutely bound by those stereotypes. Yes, Orcs can be evil....or not, depending on the circumstances, and the nature of their early encounters with other races. Consistency within the universe's own rules is more important than maintaining or breaking away from a stereotype.

Note that Rome became and remained highly xenophobic up until relatively late in its history, despite having strong international contacts, feeling that all of the other cultures and tribes around them were out to get them....because for most of Rome's early history, they WERE. That view, and Rome's formative relationship with Veii (which Rome eventually defeated, and proceeded to erase almost to the last stone), had a profound influence on Rome's development (it inherited a lot of its culture from Veii and the other Etruscan cities), the nature of its army (developed to combat both the Greek-style Phalanx of the Etruscans as well as the looser-organized hill tribes such as the Samnites), and much of its politics (after driving out the Etruscan king, they vowed never again to be ruled by a king). If circumstances had been different, it would probably have been a drastically different culture than what it became. I want to see that kind of flexibility with cause and effect, so the cultures in the game develop according to their situations (as well as potential player input), not according to some stereotype.

If the game is based on a unique new game universe, the devs need to address all of the significant details to make it come alive as a "living world": what is the base technology level of each culture, what are their major occupations (such as hunter-gathers, farmers, herdsmen, or some combination to provide food), what sort of dwellings do they use, what are their religious beliefs, what form of organization or government do they have, and so on. If those aren't fleshed out in a fair amount of detail and properly represented in game, you have a shallow and artificial-looking world that doesn't survive past the first couple of hours of play. That doesn't even begin to touch on the individual.
 

TheDungen

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The idea is not to intentionally break the stereotypes, it's not to be absolutely bound by those stereotypes. Yes, Orcs can be evil....or not, depending on the circumstances, and the nature of their early encounters with other races. Consistency within the universe's own rules is more important than maintaining or breaking away from a stereotype.

Note that Rome became and remained highly xenophobic up until relatively late in its history, despite having strong international contacts, feeling that all of the other cultures and tribes around them were out to get them....because for most of Rome's early history, they WERE. That view, and Rome's formative relationship with Veii (which Rome eventually defeated, and proceeded to erase almost to the last stone), had a profound influence on Rome's development (it inherited a lot of its culture from Veii and the other Etruscan cities), the nature of its army (developed to combat both the Greek-style Phalanx of the Etruscans as well as the looser-organized hill tribes such as the Samnites), and much of its politics (after driving out the Etruscan king, they vowed never again to be ruled by a king). If circumstances had been different, it would probably have been a drastically different culture than what it became. I want to see that kind of flexibility with cause and effect, so the cultures in the game develop according to their situations (as well as potential player input), not according to some stereotype.

If the game is based on a unique new game universe, the devs need to address all of the significant details to make it come alive as a "living world": what is the base technology level of each culture, what are their major occupations (such as hunter-gathers, farmers, herdsmen, or some combination to provide food), what sort of dwellings do they use, what are their religious beliefs, what form of organization or government do they have, and so on. If those aren't fleshed out in a fair amount of detail and properly represented in game, you have a shallow and artificial-looking world that doesn't survive past the first couple of hours of play. That doesn't even begin to touch on the individual.
Rome wasn't xenophobic, it was anti non-romans. Essentially if you weren't a citizen you were very much looked down upon but anyone could become a citizen, though being born a citizen was obviously preferred. Before the fall of the republic it was also a very strong aristocracy where if you weren't born a patrician you weren't very popular amongst the patricians, but the patricians made up a very small part of Rome's population. It in fact became more xenophobic later on at least in the west. Part of why it failed was the failure to integrate the Germanic tribes which migrated into the empire.
 

Kovax

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Before the fall of the republic...
I'm referring to Rome's origins, and its long struggled against the Etruscans, Samnites, Greek colonies, and Cisalpine Gauls, not 400-600 years later when the Republic became an Empire. The need to continue a siege against Veii for almost a decade strained the limits of an agrarian state, and necessitated a professional army that could continue the siege without having to return home for the planting and harvesting seasons. Both the voting system and the army were revised into "functional blocks" around that need. The distant campaigns against the Greek colonies and Cisalpine Gauls required more advanced logistics than mere marching with a wagonload of supplies, and led to the building of roads. The development of a "hinged phalanx", and eventually the manipular and cohort systems, was driven by the need for greater flexibility against very different adversaries. Rome saw itself as besieged on all sides, and developed a mindset geared toward seeing every other power as a direct threat. By the time of Julius Caesar, all of those regional threats were long gone, but had left an indelible imprint on Roman culture and the army, creating something unique. They didn't develop the Republic or Cohort system on a whim, or because someone had a moment of inspiration, it was because of the forces that acted upon Rome right from the outset.

Similarly, I don't want to see "evil Orcs", "noble but aloof Elves", or "gruff and industrious Dwarves" just because that's the way they are in someone else's books. Personally, I'd prefer either brand new races, or just a wider range of varieties of basic humans, shaped by their environment, over the same old generic stereotypes. If you're going through the trouble to make a new game universe, why rehash the same old pot of gruel when you can spice it up with completely new ingredients?
 

TheDungen

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I'm referring to Rome's origins, and its long struggled against the Etruscans, Samnites, Greek colonies, and Cisalpine Gauls, not 400-600 years later when the Republic became an Empire. The need to continue a siege against Veii for almost a decade strained the limits of an agrarian state, and necessitated a professional army that could continue the siege without having to return home for the planting and harvesting seasons. Both the voting system and the army were revised into "functional blocks" around that need. The distant campaigns against the Greek colonies and Cisalpine Gauls required more advanced logistics than mere marching with a wagonload of supplies, and led to the building of roads. The development of a "hinged phalanx", and eventually the manipular and cohort systems, was driven by the need for greater flexibility against very different adversaries. Rome saw itself as besieged on all sides, and developed a mindset geared toward seeing every other power as a direct threat. By the time of Julius Caesar, all of those regional threats were long gone, but had left an indelible imprint on Roman culture and the army, creating something unique. They didn't develop the Republic or Cohort system on a whim, or because someone had a moment of inspiration, it was because of the forces that acted upon Rome right from the outset.

Similarly, I don't want to see "evil Orcs", "noble but aloof Elves", or "gruff and industrious Dwarves" just because that's the way they are in someone else's books. Personally, I'd prefer either brand new races, or just a wider range of varieties of basic humans, shaped by their environment, over the same old generic stereotypes. If you're going through the trouble to make a new game universe, why rehash the same old pot of gruel when you can spice it up with completely new ingredients?
You said relatively late in it's history. And I don't think the first 500 years of a 2000-25000 years empire can ever be considered late.
 

Kovax

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You said relatively late in it's history. And I don't think the first 500 years of a 2000-25000 years empire can ever be considered late.
Note that I said "until". The incidents mainly happened early (700-500BC), but their impact was still relevant up to and well into the early Imperial period. How do you get a 2000 to 2500 year empire? Rome was a minor trade city under Etruscan rule before 700-800 BC, not an "Empire", and I don't think you can call it "Rome" by 1200 AD, where the Western Empire had already fallen and it was "Byzantium" or the "Eastern Roman Empire".

Regardless, I'm just using it as an example of how circumstances shape a culture, and unusual circumstances help shape an unusual culture.
 

TheDungen

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Note that I said "until". The incidents mainly happened early (700-500BC), but their impact was still relevant up to and well into the early Imperial period. How do you get a 2000 to 2500 year empire? Rome was a minor trade city under Etruscan rule before 700-800 BC, not an "Empire", and I don't think you can call it "Rome" by 1200 AD, where the Western Empire had already fallen and it was "Byzantium" or the "Eastern Roman Empire".

Regardless, I'm just using it as an example of how circumstances shape a culture, and unusual circumstances help shape an unusual culture.
Yes I'm sorry I don't disagree with you conclusions.
 

Talez

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I personally would love a game like this, but, I wonder what others may think?

Not sure about another full game and its hundred-bucks bag of future DLC, but I'd be willing to sink quite a few quid in a high fantasy total conversion DLC for EU4 or CKII.
Just looking at what modders have done, there are some wonderful works out there, and I can only imagine an official PDX team would make a great job out of one such project.
 
Last edited:

Ovan

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Okay, well then...

*ehem*

Using the RNW feature from EUIV, Paradox should work on a EU:R-esque (i.e. nation is played as a single state, but with individual characters generated because we need those thousand-year-old dynasties of god-chosen heroes) fantasy game.

Like Stellaris, players and AI can play as randomized races as well as some pre-generated races filling normal fantasy tropes (e.g. humans, elves, orcs, vampires). Races can be defined by portraits and racial traits (e.g. Elves: Immortal, Nature-Tuned, Slow Breeding; Humans: Quick Lives, Versatile, Breed with Anything; Vampires: Immortal, Monstrous Siring...) and realms can be defined with realm traits (e.g. Rohan: Cavalry Army, Honor-Bound; Gondor: Thousand-Year Prestige, Chosen Lineage; etc...). Dynasties will also have a limited pool of traits, adding to the replayability. Some traits are permanent and chosen at game start. Others can come and go based off rulers, decrees, and what buildings have been added to the realm.

Provinces would be the EU-style (via the RNW generator), with the Stellaris-styled grid system with size based off "potential" instead of physical size. Potential is defined by access to resources, farming, rivers; and will also define what things can be built. Special multi-tile upgrades include forts and cities, which are upgraded villages. This potential could be tied to racial traits, so a desert province might have more "space" for a race of desert naga than for temperate elves. This opens up terrain that is normally not open for settlement in normal Paradox games - for example mermaids control and settle the oceans as humans do the land. Using the CKII "no military access" set-up, moving units through owned provinces could worsen relations between states, units would take attrition in unfriendly lands, and owners would have the option of demanding tolls or compensation. Refusal to pay might result in stand-offs or even wars.

The RNW generator would need to be tweaked to favor large contiguous land masses, more in the vein of Crusader Kings than EUIV. Oceans and lakes are important for variety and mountains necessary for races such as dwarves and goblins that might favor subterranean realms. This might mean replacing a height map with a better generation for terrain type (and then producing the height map after the fact, based off those terrains?).

Armies would be like CKII, with unit specialization. There will be unique units that are generated based on racial and realm traits. Realms will have a limit number of unique units, three to five. These don't necessarily need to be powerful units, they just need to be balanced on the upper side of the power spectrum. For example, vampires unique units might be super cheap zombie units that replenish quickly after battle and effectively have infinite morale (granted by "evil" racial trait and "magical schools" realm trait).

The time frame also needs to lend itself to the fantasy setting, potentially tens of thousands of years. Instead of individual days, each month should be divided into three ticks (beginning, middle, end; or 1st, 11th, 21st). Interesting combinations could be rolled per campaign where seasons are regular (like Earth), or irregular (like Westeros), or unchanging (north is always winter, south is always summer).

This also means that realm sizes need to be limited, with only certain rulers being able to piece together large realms that essentially disintegrate on their death. The CKII tributary feature might be a good starting point for this. Players should not feel punished for their realm disintegrating. Instead it should be emphasized that this is a natural part of the ebb and flow of a normal game. Conquering the "whole world" should not end the game, as the realm will fall apart with time, or trigger a large invasion from outside the map. An emphasis on good versus evil, and divine bloodlines.

Large realms require sub-rulers and characters to govern far-off provinces. Characters can only control contiguous lands within a certain distance of their primary location. This would prevent such issues as in CKII with Horde rulers owning a random collection of provinces throughout the map and not a defensible realm; or the "snake" realms that sometimes occurs in EUIV as a realm annexes just a thin stream of provinces.

Users will have control over many aspects via the rules panel pre-game launch. Including selecting season type, game length, and how many "god-touched dynasties" (lucky nations) exist on start up. Other options could include map size, giving options for those with less powerful computers, and whether or not aquatic races exist.

As a long-term game, ensuring that the game remains interesting throughout is highly important. The lack of realm stability should be a great way to boost this. A dynamic map that avoids huge blobs means there is always something to do. Other ideas include an ebb and flow of magic (worlds can be "high magic", "low magic", "magical tides", "decreasing magic", "increasing magic", "magical cataclysms"), multiple "golden" and "dark" ages that universally influence the map, mid and late game invasions, and world-changing events. When a realm collapses the player can choose which of the successor states to play, or maybe when a realm is conquered it's leaders are exiled and become a nomadic group that can be granted land in a new area or maybe roam for centuries, waiting for a time to retake their throne (e.g. Aragorn in LotR). Lesser dynasties that haven't settled die-out in time, but those truly blessed by the gods with the right to rule will persist for a long time.

More ambitiously the team could develop a dynamic map system wherein major events can literally reshape the world. Events analogous to the sinking of Numenor might befall a realm that dares challenge the gods. Or like Pathfinder's starfall, perhaps the world is struck by a massive, magical asteroid? The event might mean an age of utter chaos that lasts for hundreds of years, but those that survive will find themselves all the stronger for it.

A user can select from a number of "ending" conditions. The most common would be they can run out the clock. Other options include, but are not limited to: creating a spell so powerful that the world is brought into permanent grace, creating a spell so powerful the world blinks out of existence (or the gods send the ultimate punishment), or perhaps they finally forge a kingdom powerful enough with a dynasty lead by kings who wield the absolute authority of the gods that the world is brought into perpetual peace.

This sounds amazing, and exactly what I was thinking of in terms of a game idea.
 

Kovax

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My take on this would be for a "lower level" strategy game, focusing not at the "nation" level, but on a handful of rising city-states within a few hundred square miles, and the dozens of smaller villages in between. Your "armies" would number in the dozens or hundreds of men at most, not stacks of 1,000-30,000. The individual "hero" becomes meaningless in a 10,000 man army, and "magic" really doesn't play well with technology, so either you're limited to a Dark Ages or Pre-Imperial level of culture and technology where magic is the dominant force, it's a Steam-punk sort of game with whacky pseudo-tech overlapping with magic, or else it's closer to alt-history, not fantasy, and magic becomes just another tool.

At the "individual" or small party level, heroism, killing monsters, fighting bandits, and magical effects can come into play and be represented on the screen. At the "state" level, you're dealing with abstractions, and there's not a whole lot of amusement to be had with a national statistic saying that your troops killed 30 minotaurs over the course of last year. That "fireball" spell that's so effective against a small party of bandits is either conducted on a mass scale, wiping out entire armies and making mass combat formations pointless, or else it's a rare specialty that "maybe" tips an occasional battle one way or the other, but you don't really see it happen at that level of abstraction. Fantasy becomes increasingly pointless on the grand scale, other than as a source of names and an excuse for random events.
 
Last edited:

Denkt

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You can do high level strategy and still focus on individual characters, the obvious example being Master of Magic as the wizards in that game take pretty much the same role as civilizations in the civilization games or perhaps countries in Europa Universalis.

Heroes can take a similar role to generals in Europa Universalis 4 but obviously characters could be employed to define all aspect, from economy to military.

Magic can work with technology as long as magic and technology don't compete with each other but work together. An example would be potions which are magical but can only be mass produced by assembly line technology. Other limits to magic could be that it can not produce food or atleast magical people/races need special kind of magical food which can not be produced by magic. On the other hand technology may also have its limit and thus advances in magic and advances in technology complement each other.

Fantasy don't necessarily need to be about heroism as for example Master of Magic the main characters never really participate in battle. Just because it is a fantasy game and charcters have a big focus don't reduce the game to one about heroism.

On a high scale we are unlikely going to be interested in killing few minotaurs, instead question such as what place are minotaurs going to have under our leadership/society is what we are interested in and here we could use different characters to influence the minotaurs in different ways for our own gain.
 
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gja102

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If circumstances had been different, it would probably have been a drastically different culture than what it became. I want to see that kind of flexibility with cause and effect, so the cultures in the game develop according to their situations (as well as potential player input), not according to some stereotype.


If the game is based on a unique new game universe, the devs need to address all of the significant details to make it come alive as a "living world": what is the base technology level of each culture, what are their major occupations (such as hunter-gathers, farmers, herdsmen, or some combination to provide food), what sort of dwellings do they use, what are their religious beliefs, what form of organization or government do they have, and so on. If those aren't fleshed out in a fair amount of detail and properly represented in game, you have a shallow and artificial-looking world that doesn't survive past the first couple of hours of play.

This ‘cause and effect’ is a really good point, and something that nearly all 4X games overlook. They rely heavily on pre-scripted differences between factions which then shape the game world, when really it should be the other way around, the game world should be shaping the factions. This oversight can lead to some immersion-breaking silliness, especially in the Civ series, where you could have ‘master horsemen’ Mongols starting in a continent without horses, or a landlocked England inexplicably still having the best shipwrights.

Pre-scripted differences also remove some of the strategic options open to the player – in most 4X games nowadays, the important decisions aren’t actually made in the game itself, they are made on the faction selection screen. If the strategy boils down to “pick Orcs for war, pick Dwarves for building,” etc, then deviating from that faction’s best strategy becomes “wrong” and you have no real way of changing course mid-game or reacting to events.

In fact, the only 4X game I can think of that has the nature of the empires being influenced by the game’s events is Stellaris itself – where the faction system means pacifist empires stuck in a war zone can slowly become militaristic over time, and so forth.

A fully-developed model of a “living world” as Kovax describes would be a major improvement over pre-scripted factions, and would lead to outcomes that are both interesting and plausible. For example, if a society gets its food from hunting, then it will have a greater supply of warriors but the military emphasis will be on individual bravery over discipline. A seafaring city-state would naturally tend towards well-equipped and well-organised infantry. So, if orcs are barred from farming and fishing and *have* to get food from hunting, they will usually produce savage-ill disciplined beserker-style armies without the need for pre-scripting it (and a human faction based in some bleak highlands would probably do the same). The genius of the more fluid system is that you allow for more natural outcomes and varied strategies – in the above scenario, a more organised, urbanised evil faction could vassalise the hill orcs and draft them into Isengard-style orc legions (that the orc society would not have produced themselves).

Ideally you would have a system where, even if all the factions were human, you would still see naturally emerging differences based on geography and culture, rather than a set of pre-written histories, strengths and weaknesses that might make no sense for the game in question.
 

TheDungen

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My take on this would be for a "lower level" strategy game, focusing not at the "nation" level, but on a handful of rising city-states within a few hundred square miles, and the dozens of smaller villages in between. Your "armies" would number in the dozens or hundreds of men at most, not stacks of 1,000-30,000. The individual "hero" becomes meaningless in a 10,000 man army, and "magic" really doesn't play well with technology, so either you're limited to a Dark Ages or Pre-Imperial level of culture and technology where magic is the dominant force, it's a Steam-punk sort of game with whacky pseudo-tech overlapping with magic, or else it's closer to alt-history, not fantasy, and magic becomes just another tool.

At the "individual" or small party level, heroism, killing monsters, fighting bandits, and magical effects can come into play and be represented on the screen. At the "state" level, you're dealing with abstractions, and there's not a whole lot of amusement to be had with a national statistic saying that your troops killed 30 minotaurs over the course of last year. That "fireball" spell that's so effective against a small party of bandits is either conducted on a mass scale, wiping out entire armies and making mass combat formations pointless, or else it's a rare specialty that "maybe" tips an occasional battle one way or the other, but you don't really see it happen at that level of abstraction. Fantasy becomes increasingly pointless on the grand scale, other than as a source of names and an excuse for random events.
Ankh-Morpork!
I would so play a game like that especially if it was tongue in cheek.
 

Qoff

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A long time ago, in the early days of EU4 some people asked about a SciFi game like EU4 and a few years latter we got Stellaris, but what about a Grand Strategy Fantasy game? Would be awesome IMHO
 

racionador

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A long time ago, in the early days of EU4 some people asked about a SciFi game like EU4 and a few years latter we got Stellaris, but what about a Grand Strategy Fantasy game? Would be awesome IMHO

honesty, i think this is a great idea, i always dream with a grand strategy fantasy game.