Hi people,
Have you ever wondered...
if the Roman Empire would have fallen if Julius Caesar had survived the 23 stabbings with daggers and pencils?
if the second world war would've happened without Hitler being in power?
what a combination of Crusader Kings, Europa Universalis, Victoria and Hearts or Iron would look like?
Of course you have! ...well, at least I have!
Regardless of whether you think it would be cool or it would be a bust, I think such a game is a terrific idea, not just for the players but for Paradox as two companies as well. So I thought of a little concept called Terra Aeternalis (I first thought of Homo Aeternalis, since it's about humans, but some people would probably react oddly to it) which can be either one game or a combination of multiple games unless Paradox can come up with a more epic concept. - I also thought of a base game-engine on which time-periods could be bought, but that seemed over the top. Maybe someone else could make it workable?
Anyway, this thread is about making 1 game that combines the others.
Contents:
Have you ever wondered...
if the Roman Empire would have fallen if Julius Caesar had survived the 23 stabbings with daggers and pencils?
if the second world war would've happened without Hitler being in power?
what a combination of Crusader Kings, Europa Universalis, Victoria and Hearts or Iron would look like?
Of course you have! ...well, at least I have!
Regardless of whether you think it would be cool or it would be a bust, I think such a game is a terrific idea, not just for the players but for Paradox as two companies as well. So I thought of a little concept called Terra Aeternalis (I first thought of Homo Aeternalis, since it's about humans, but some people would probably react oddly to it) which can be either one game or a combination of multiple games unless Paradox can come up with a more epic concept. - I also thought of a base game-engine on which time-periods could be bought, but that seemed over the top. Maybe someone else could make it workable?
Anyway, this thread is about making 1 game that combines the others.
Contents:
- Who would buy this?
- What would the world look like?
- How would you make this without losing complexity?
- A storyline in a paradox game? Blasphemy!
- This is why it should be made!
- A note from the author.
- Changelog
- Who would buy this?
Who would be interested in buying this game with such a potential to fail (or succeed)?
First of all, it's made by Paradox Development Studios (PDS)! Well, at least it's a pro for people who actually heard of them.
The problems are really the following:- Paradox isn't well known enough to risk such an investment since almost nobody would hear of it and thus buy it.
- The gamer base might only be interested in specific time periods, why would they waste money on such a big game if they are only interested in a part of it?
So here are some proposed solutions - Assuming Paradox is interested in attracting more attention to themselves:- Paradox has a marketing department right? If you're willing to take on such a big project to launch your company from relatively unknown to a widely known ground-breaker, they will need some more funding. I suggest opening up some sort of donation box for Paradox, since right now there seems no way to donate to the company or any of their projects - besides buying all the games multiple times. As soon as you have a decent amount of money together either from sales or donations, or both obviously, you can invest in a larger marketing campaign and thus larger projects altogether.
- If the gamer base is interested in only specific time periods, give them the option to get only those for less money. This can be done by keeping the games in their current scheme, while making them fit into each other. Perhaps by actually adding installations up into a single game folder if you buy more than one with the option to enable or disable (a lot like mods in CK2).
- What would the world look like?
Now! On to the map I say!
People tell me it's impossible to have a single static world throughout history, and they are damn well right!
I introduce to you, the dynamic world of Terra Aeternalis:
!Warning! I'm still writing on this section so I can bring it over a bit more structured and organized. This is not the final version, only the basic ideas, I do have a dynamic system in mind for the Countries/Regions etc.
- Continents:
I'm talking actual landmasses, like Eurasia + Africa or Afro-Eurasia, America, Oceania, Antarctica. Antarctica is a bit cold to live on early in-game, but during WWII there could be expeditions there already, with large investments maybe even colonies - This makes for great what-if scenarios.
Civilizations spreading over more than one continent would suffer severe penalties in some games. This kind of penalties could lead to the easier splitting of large empires into new countries during low stability periods, like the USA or Australia did. Of course internal trouble could rise from secessions, like revolution. I like this effect, but not the cause, being mainly on another continent should not equal destruction of your empire.
The effect could also be achieved by having supply lines to actually support those external provinces. The political loyalty could be determined by the speed at which envoys or messages can travel between both countries and the amount of laws and control a country has in its colonies.
- Sub-Continents:
The regions would be the bigger collections of land mass, like India, Britannia, Iberia,... (think Empires in CKII)
Regions determined by alliances of countries and real historical empires and some alternatives perhaps (Scandinavian Empire anyone?). These would create new specialized interfaces like the Holy Roman Empire (EU3), Roman Empire (Senate, popularity,...) etc.
- Countries:
Country-size areas like Italy, England, Spain,... (think Kingdoms in CKII)
Countries are ruled by kings, presidents, generals (military dictatorship), etc.
- Regions:
Smaller subdivisions of countries: Florence, East Midlands, Catalunya (think Duchies in CKII)
Regions are made up of counties, shape and size depends on allegiance of counties.
- Counties:
Each County has some holdings or cities/forts in them but only one main capital. Yes like in CKII!
Counties would be made up of districts, which districts depend on the history of conquest and governing bodies of the current owner. (more info later)
Armies are managed at county level. Divisions are auto-dispatched to Districts like in CKII, sieging them one-by-one until the need to delegate those pops up (somewhere after industrialization) through (radio?) technology.
- District:
Each district has one holding/city in them. And some smaller surrounding towns not worthy of mention. They work like holdings in CKII.
Districts are the only unchangeable parts of the map, making up the counties and up. Divisions are positioned here and siege the city.
- Tectonic Activity:
The continents won't shift since the game doesn't span millions of years obviously, but earthquake and volcano events should most likely happen around those locations. Volcanoes are usually not changing too much in this short of a historical timespan, but rarely a new one pops up somewhere on a fault line, could be an in-game event destroying cities or villages and troops. Earthquakes happen all the time destroying cities, decimating populations and causing other bad things.
- Exploiting resources:
Resource locations have always been quite static, except for being able to be mined out or stripped. Forests can disappear if they are not replanted, early steel industry can grind to a halt if coal runs dry. This can lead to depressions, especially in small countries.
Material deposits:
- Add several resources to each district, make sure each has different amounts per 'level'.
- A level is difficulty to reach a specific resource, you need more technology to access the higher levels.
- You also need higher techs for actually finding these resources.
- Materials can/need to be converted to higher materials for some technologies/units to be researched/produced. A bit like oil in HOI 3.
- Trade is much more interesting this way (And harder to program, muhahaha! Well, it's not too bad. There are good systems out there already, check out SuperPower 2 for a good trade system for multiple goods per country. But please make it less buggy.).
- EVERY province would need resource files, including the ocean - for oil rigs, fish, etc. This could lead to a much bigger game file.
- Power over the water:
Damming rivers may change the flow of rivers or create lakes, it should be possible to completely flood a district and destroy all holdings in there, just because it happens in real life and it would be an awesome mechanic. Same with flooding down the river, it could disrupt life and kill many down the stream. Regular flooding doesn't need to be visible on the map, but a lake or flooded district should show up clearly.
I suggest making rivers flow across pre-programmed borders which don't have to correspond with district borders. Lakes can be formed on smaller scale near the river and would flood any cities that end up in the lake. They form upstream from where the dam was built. I can imagine floods to be hard to program like this, but I'm sure it's doable since I saw similar mechanics made by 2 of my co-students in college for the final exam in programming.
Now, seas might be a bit hard, but I suggest dividing the coasts of seas and oceans into smaller parts. This way every coastal district can have its own harbor (including the ones near rivers) and people like the Dutch could dry up small inland seas and make land there. Remember, we don't control the oceans, even in this day and age, so please don't make it possible to terraform the planet into a giant dust ball.
- Originally posted by Svip
- Continents:
- How would you make this without losing complexity?
If you read the above part, you can see it's actually getting more complex already. Wait until you see the next part! I try to keep the programmers in mind though, I hope I'm not getting people scratching their heads yet.
!Warning! I'm still writing on this section so I can bring it over a bit more structured and organized. This is not the final version, only the basic ideas. This section will be expanded on.
- Interface
The interface poses a lot of problems like how would you keep all that is currently in the games together without half the GUI being useless or the entirety being cluttered. That is why we need an evolving GUI that changes over the ages. The GUI would depend on your government type and technology. In the beginning men had smoke signals! Now we have satellites, cellphones, internet, telepathy... err, forget I said that last one. Every menu would be part of a technology researched or a change of government.
What this basically boils down to is deciding where to start and where to end:
Start with a village overview counting populations, clubs, food and water supplies, end in HOI3 style overviews and menus.
Or should we start with the Romans since that's where the first game starts?
That way we can already focus beyond the districts and think on a slightly bigger scale. It would definitely be easier for the dev team to start there.
Menus should only appear when valid in the world, by making them grow over time it's easier to keep them in line.
- Technology
Technology trees should not show far future research, there should be a possibility to research something but get completely unexpected results like a leap in progress or a bad side effect. There could also some 'alternative' research paths when deviating from historical routes (think Leonardo Da Vinci, or any alternative designs that theoretically should work in real life).
If you can't think of alternative paths: hold a contest for the player base to think of something. I'll add suggestions in this thread if I ever get suggestions from other people.
- Trade
The multiple material deposits from the map section would make for an interesting trade system, but it shouldn't be magical as it is in most games. Trade and supply convoys should always be part of this game series, always, since it allows sabotage, destruction and diplomacy affecting economy which is good! Again, look at Super Power 2 for a similar trade system, but I suggest allowing the menu to trade specific goods with specific countries for all the micro-management lovers out there.
- Game Pace
There should be a pace setting like short/marathon as there is in Civilization 5, but that's probably the only aspect you should take from that game. It could be based on difficulty, but that would just make it more difficult for marathon players to survive. That's why I suggest just slowing down income and technology rates to realistic rates. Or speed it up for the shorter versions obviously.
The game would be real time, like the other games are right now. The game pace can be altered with + and - like they always could have, but a bit more now. Maybe if it is necessary for multi-player, have some automated slowdown set up, but it seems a bit unnecessary. Time would pass from hours to years per minute, basically from the slowest setting in any PDS game to the fastest. In multi-player it would be easy to control, speed would just slowly decrease over time. Though if anyone has a better idea, feel free to contribute.
- Interface
- A storyline in a paradox game? Blasphemy!
Yes it is.
BUT! You make your own story using characters from your dynasty! Like in CKII, your dynasty defines you as a player. If your dynasty dies out however, your game is over. This enables you to revolt against your own country and start revolution if you ever lost power in your country. (Like in an elective republic or any democracy.) This allows for a lot of diplomatic intrigue and of course requires a working political campaign system to win votes (in other words, a bribing and blackmailing spy network).
- This is why it should be made!
Benefits for the corporation:- Combining all the PDS grand strategy games would be a first in gaming history, there isn't a single decent game out there that completely encompasses all of human history on a global scale.
-> This means Paradox might finally get the credit it deserves and become a globally known competitor for the Civilization series (which in my opinion is already inferior, just more popular).
-> I'm not 100% sure, but people on the Total War forums seem to like paradox a lot since there is an entire sub-forum devoted to their games. They might spread their knowledge throughout Total War people.
-> !Warning! this requires very careful marketing. Look at CCP Games, they are doing something similar at the moment, trying to break boundaries that others were afraid to break, they own another niche market. - This will also make the entirety more stable (since everyone works on the same base code, hence getting more bugs fixed)
- Bring out more things, faster.
- Developers spend less time on making maps and data files because there is only one game.
- Developing only 1 game will make it faster to develop since the team can work together on just 1 main project. - Instead of making Game version 1,2,3,... you can bring out expansions for much longer, maybe even for ever, since you have less other game to delegate to.
-> If you want to make a new game in the same era that is radically different, I believe it should be possible to do it in an expansion instead of a new game. But then again, I don't work with Paradox, so I don't know for sure.
-> This way instead of making a new version every so many years you can keep supporting (with expansions and dlc, not just help and small fixes) the older games technically forever. Fans appreciate this immensely. Look at any decent MMO - So not WoW (or anything similar) - EVE Online would be a good example of support and player input (except for Q1 2011 which was quite bad).
Benefits for the developers:- More coding challenges! I know you guys love those! (And I think it is worth it too.)
- Less work managing the different projects for the games if it is made into one.
-> One game can be split into projects that are, in my humble opinion, easier to manage than an entire game.
Benefits for the players:- Expansions and Mods
-> If there is only one game, there could be major updates, like entire engine-revivals, in expansions that can be enabled or disabled.
-> You can also make mods easier to manage using the same system.
-> I read your Modular Expansions text here that seems to provide the perfect solution for this:
http://forum.paradoxplaza.com/forum...sion-policy-for-the-Internal-Development-Team - No longer will google searches for Europa Universalis turn up results for all three games! Well, it will, but Terra Aeternalis wouldn't!
- PS: this is a joke, not an actual argument.
- Combining all the PDS grand strategy games would be a first in gaming history, there isn't a single decent game out there that completely encompasses all of human history on a global scale.
- A note from the author.
Please remember that this is a work in progress an in no way a finished idea. This is just a quick draft which I hope to complete using ideas from the community in the hopes that Paradox will pick up on this idea and start realistically thinking about this game.
Images and more stuff will be added as soon as I figure out how to lay-out things a bit better (like resizing pictures).
I hereby grant the right to Paradox to claim/use anything in this thread as their own as long as they at least say thanks to the community.
- Changelog:
1.00 Made the page
1.01 Some additions and edits in response to Svip
- Updated Game Pace
- Nerfed some rather naïve advantages for the corporation.
- Removed all references to the concept of multiple games for the sake of simplicity and focus.
- Updated Map Concept slightly - A lot to change and be added, just didn't have the time to put it in now.
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