
When I was starring at this screen, I believe I know what I want from this game. Can I play a game that I put every single research point just into 1 of the trees, and still be extremely competitive to other players? What if individually, each of the trees is almost completely balanced and competitive, yet the play feel completely different? What will my kingdom look like if I do that?
Yes, that can be done & probably with great result too.
For the sake of making the description simple, I assume I focus my research point to only 1 tree and describe how the resultant kingdom will look like. Gamers are welcomed to mix and match any research/society type, providing further variety.
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Civilization
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Warfare
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Magic
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Adventurer
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Diplomacy
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Society type
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Ancient China
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Feudal Europe
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Hogwarts (from Harry Potter)
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Mordor
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Venice
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Economy
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Cottage-based Society (CIV4), Agricultural, Internal economy
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Raiding, Trading of weapon and mineral related products
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Magical (how exactly??)
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Raiding, Slavery of human/monster, Dungeon keeping
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Specialist Economy (CIV4), Long ranged trading, colonization
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Production Advantage
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Humanoid breeding, Farming, Fishing
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Smithy, Mining, weaponry, Masonry, Horse breeding
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Mana, Magic items/weapon
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Non-humanoid breeding, Hunting
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Luxury goods, Ship making
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Research focus
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reshaping the land by mundane means (irrigation, dams, roads), Culture, Art, Weather forcast
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War, Weapon production, Siege/Defense techs, Morale
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Magic, Summoning, illusion, mind control, etc
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Monster breeding, developing new lair, Beast taming, Underground exploration, being famous, recovering the land
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Logistics, Navigation, Diplomacy, Psychology, Astronomy,
Religion
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Common hero type
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Medic, Governors and no specific type
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Generals, Knights
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Wizards, Scholars,
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Fighters, Rangers, Sorcerers
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Diplomats, Traders, Navigators
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Common troop type
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Foot Soldiers
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Foot Soldiers, Cavalry
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Magical benevolent beast
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Nature/unnatural chaotic beast
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Mercenary (i.e. any troop they can buy)
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Magic affinity
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Earth, Air(?)
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Fire
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All
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Fire, Earth
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Water
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Probably the only society that needs further explaining is the “Adventurer’ society. The concept behind is that being an adventurer, there must be lots of lairs/dungeons to explore, monster to kill. Success is judged by this. To them, killing is a sport, part of the culture. Therefore in the empire of Adventurers, they have an ironic relationship with the beasts. They want to keep the land as primitive as possible, so monsters can breed and freely roam the land. But they also enjoy the killing of these lesser beings, or controlling them to do what they want (e.g. defending their kingdom). Inherently, they found well-organized humanoid society boring, although most of their SOV is human.
As it has been said many times, most 4X fantasy games is geared toward bigger empire is always better. I want that changed. The idea to have that changed is by the use of situational & achievement based bonus. One particular form of achievement is measured by Ranking. When your empire is Ranked 1st in a particular objective measurement, you are granted with a specific Rank Bonus that is some times game changing, or at least luxurious.
As seen from above table, only the “Civilization” and “Adventurer” society promotes city or lair spam. All others don’t. For those, they can remain competitive by aiming for achieving various 1st ranks. They may not have the large quantities of cities, but each city has special qualities that compete effectively for that rank bonus. It is a competition of quantity vs quality. Below, I list the most common Ranking criteria for each society type:
Civilization: highest population size, highest average City level
Warfare: Net battles won, players defeated
Magic: Highest per capita natural unspoiled space in the kingdom, Magical items produced, Magic knowledge, highest per capita mana received
Adventurer: Lairs controlled/explored, Dragons controlled/killed, number of lairs developed, highest per capita monster population,
Diplomacy: Wealth accumulated length and duration of trade route/treaty, contribution to world peace, highest per capita income
There should be “Ranking Bonus” for most if not all heroes/units/buildings. For example, if my kingdom wins the race of being the “most populous”, my farms will receive the ranking bonus of “being able to be 50% more productive”. And of course, if now 3 of my cities have been captured that I only ranked 2nd, this bonus is reduced (if not lost completely).
There is no specific need for player to invest in the "Civilization" tree, to remain competitive. It is not necessary to have a huge human empire in all the games you play.