Hey guys, this is a little impromptu preview of a Civ-like game Iâve been working on designing, tentatively titled Foundations of Civilization (FoC), for the sole reason that I can then call the expansion Castles in the Air.
Note: emphasis on âdesigning.â I want to make it, but I donât see a good way to do that yet. Iâll explain more at the end. Anyway, my goal with this project is to take Civ IV, a game thatâs already quite solid, and put even more emphasis on the tiles. Hereâs a quick summary of whatâs new about tiles:
Hex Tiles
Civ Vâs failure notwithstanding, hex tiles are good, because they remove the need to distinguish between orthogonal and diagonal adjacencies. Two rings of hex tiles around a city is 18, only two less than the 20 tiles of a Civ IV city radius. Most other things can remain as they are.
Resources and Tile Yields
Civ V took the game in the exact wrong direction: less variety in tile yields, poorer resources, and poorer and fewer improvements. In FoC, tiles can yield:
* Food
* Construction (corresponding to Civ IVâs worker turns and production, mostly of buildings and improvements)
* Production (corresponding to Civ IVâs worker turns and production, mostly production of units)
* Gold (corresponding to gold and GPP in Civ IV)
* Science
* Culture
FoC actually has fewer different yields/currencies than Civ IV (no GPP, no espionage) but every single one is important, and every single one can be directly produced by tiles, resources, and improvements. This makes city placement and development more important than ever, and allows great freedom in the specialization of cities.
Culture
Civ V kind of made claiming tiles a pain. In FoC, culture spread is as nuanced as in Civ IV, with the added wrinkle that culture doesnât just get added at cities. Any improvement (or resource) that produces culture - such as a monument or castle - will add that culture right there on that tile! The way border pops work is now generalized: whenever any tile reaches a new multiple of 8 culture, it also adds 1 culture on each of its 6 neighbor tiles.
Culture is also important as a secondary research currency, complementary to science, that lets you discover cultural advances. Cultural advances exist in a separate mostly-optional tree, though most of them take a technology as an alternate prerequisite. While not as critical as technologies, cultural advances are a significant perk of running some number of cultural improvements, even where border pops are not needed.
Combat
Though Civ IV combat is still the model, FoC shakes things up a bit in an effort to bring the tile-based ideal to warfare. First of all, enemy units can use your roads! So... youâll want to guard them. How, you ask? Forts, perhaps, or castles. Donât worry, a stack of doom canât simply blow through your defenders in a single turn, because of the rest of the rules. Most notably:
You may not attack across the same front (hex border) more than once per turn.
Sure, you can attack the same tile 6 times, if you have it surrounded. And those attacks will be quite effective, because of flanking bonuses. Let me explain.
When two units fight, they will take enough damage between them to kill 1.25 full-health units. That damage is apportioned to them in direct proportion to their relative strengths after taking all bonuses into account, with only a little bit of randomness (all applied within the last 0.25). Percent-based combat bonuses are awarded for defensive terrain (up to 50%, similar to Civ IV), high cultural control (whether youâre the attacker or defender) and 20% to the attacker for each previous attack against the defenderâs stack this turn (up to 5, of course). That last one is the flanking bonus, and it makes it extremely valuable to surround or otherwise outmaneuver your opponent.
The units themselves are based on actual warfare dynamics, rather than strange ideas about how spears are good against horses but arrows arenât. For example, the ancient age units include:
- The Skirmisher, available at the start, with low strength but a free Maneuver promotion (double % combat bonuses).
- The Phalanx, available with Bronze Working, a more expensive unit with high strength and a free Armor III (damage taken is reduced; small amounts are reduced the most).
- The Archer, available with Composite Bow, expensive but puny at 1 strength and with a ranged attack.
The counter system, if you can call it that since itâs fairly soft, is that skirmishers beat phalanxes, by outnumbering and surrounding them and then getting massive (doubled!) flanking bonuses. Archers beat Skirmishers because ranged attacks are just good. And Phalanxes beat archers since Armor III lets them shrug off small pokes quite effectively. Chariots and Horsemen also feature, as more-advanced, 2-move alternatives to the Skirmisher. They are quite effective on open ground but receive large penalties when fighting in forests, hills, and cities.
Powerful promotions are available for specialization quite early. For example, Charge allows an attacking unit to continue fighting defenders in the same stack until it is near death, and only requires the second level of Shock (basic combat bonuses) or Flanking (additional flanking bonuses). Guerrilla I gives bonuses in Forests/Hills, and Guerrilla II also adds bonuses for attacking out of them into the open, and leads to Mobility (+1 movement). Armor promotions are available to block small amounts of damage, countering archers quite effectively. And Formation is a second-level defensive promotion that lowers the attackerâs strength by 25% - itâs twice as effective when fighting Skirmishers or other units with Maneuver.
Building up highly-promoted units isnât free, because healing isnât automatic. If you wound an enemy unit, that costs them hammers no matter what! Healing (i.e. replenishing lost troops and equipment) only occurs when you commit a cityâs production to it.
Notes
FoC is not fully designed yet. I see no point in working past the medieval era until the basic principles are implemented and tested. Obviously, some stuff will play well, and other stuff wont, and itâs important to figure out whatâs in that second category before putting in too much labor. So for now, all Iâve done is write down a ton of game rules and figure out the first part of the tech tree.
My plan for a while has been to wait for Civ V to have decent modding abilities and then get started on implementation. Iâve been a bit less than impressed with the handling of Civ Vâs updating, though, and I might have to try something else instead. Weâll see.
Questions and comments are appreciated. I know I wonât agree with some of the opinions I expect to see, and thatâs unlikely to change. But even in that case itâs useful for me to hear that opinion, and anyway in most cases I am not set on anything yet.
Note: emphasis on âdesigning.â I want to make it, but I donât see a good way to do that yet. Iâll explain more at the end. Anyway, my goal with this project is to take Civ IV, a game thatâs already quite solid, and put even more emphasis on the tiles. Hereâs a quick summary of whatâs new about tiles:
Hex Tiles
Civ Vâs failure notwithstanding, hex tiles are good, because they remove the need to distinguish between orthogonal and diagonal adjacencies. Two rings of hex tiles around a city is 18, only two less than the 20 tiles of a Civ IV city radius. Most other things can remain as they are.
Resources and Tile Yields
Civ V took the game in the exact wrong direction: less variety in tile yields, poorer resources, and poorer and fewer improvements. In FoC, tiles can yield:
* Food
* Construction (corresponding to Civ IVâs worker turns and production, mostly of buildings and improvements)
* Production (corresponding to Civ IVâs worker turns and production, mostly production of units)
* Gold (corresponding to gold and GPP in Civ IV)
* Science
* Culture
FoC actually has fewer different yields/currencies than Civ IV (no GPP, no espionage) but every single one is important, and every single one can be directly produced by tiles, resources, and improvements. This makes city placement and development more important than ever, and allows great freedom in the specialization of cities.
Culture
Civ V kind of made claiming tiles a pain. In FoC, culture spread is as nuanced as in Civ IV, with the added wrinkle that culture doesnât just get added at cities. Any improvement (or resource) that produces culture - such as a monument or castle - will add that culture right there on that tile! The way border pops work is now generalized: whenever any tile reaches a new multiple of 8 culture, it also adds 1 culture on each of its 6 neighbor tiles.
Culture is also important as a secondary research currency, complementary to science, that lets you discover cultural advances. Cultural advances exist in a separate mostly-optional tree, though most of them take a technology as an alternate prerequisite. While not as critical as technologies, cultural advances are a significant perk of running some number of cultural improvements, even where border pops are not needed.
Combat
Though Civ IV combat is still the model, FoC shakes things up a bit in an effort to bring the tile-based ideal to warfare. First of all, enemy units can use your roads! So... youâll want to guard them. How, you ask? Forts, perhaps, or castles. Donât worry, a stack of doom canât simply blow through your defenders in a single turn, because of the rest of the rules. Most notably:
You may not attack across the same front (hex border) more than once per turn.
Sure, you can attack the same tile 6 times, if you have it surrounded. And those attacks will be quite effective, because of flanking bonuses. Let me explain.
When two units fight, they will take enough damage between them to kill 1.25 full-health units. That damage is apportioned to them in direct proportion to their relative strengths after taking all bonuses into account, with only a little bit of randomness (all applied within the last 0.25). Percent-based combat bonuses are awarded for defensive terrain (up to 50%, similar to Civ IV), high cultural control (whether youâre the attacker or defender) and 20% to the attacker for each previous attack against the defenderâs stack this turn (up to 5, of course). That last one is the flanking bonus, and it makes it extremely valuable to surround or otherwise outmaneuver your opponent.
The units themselves are based on actual warfare dynamics, rather than strange ideas about how spears are good against horses but arrows arenât. For example, the ancient age units include:
- The Skirmisher, available at the start, with low strength but a free Maneuver promotion (double % combat bonuses).
- The Phalanx, available with Bronze Working, a more expensive unit with high strength and a free Armor III (damage taken is reduced; small amounts are reduced the most).
- The Archer, available with Composite Bow, expensive but puny at 1 strength and with a ranged attack.
The counter system, if you can call it that since itâs fairly soft, is that skirmishers beat phalanxes, by outnumbering and surrounding them and then getting massive (doubled!) flanking bonuses. Archers beat Skirmishers because ranged attacks are just good. And Phalanxes beat archers since Armor III lets them shrug off small pokes quite effectively. Chariots and Horsemen also feature, as more-advanced, 2-move alternatives to the Skirmisher. They are quite effective on open ground but receive large penalties when fighting in forests, hills, and cities.
Powerful promotions are available for specialization quite early. For example, Charge allows an attacking unit to continue fighting defenders in the same stack until it is near death, and only requires the second level of Shock (basic combat bonuses) or Flanking (additional flanking bonuses). Guerrilla I gives bonuses in Forests/Hills, and Guerrilla II also adds bonuses for attacking out of them into the open, and leads to Mobility (+1 movement). Armor promotions are available to block small amounts of damage, countering archers quite effectively. And Formation is a second-level defensive promotion that lowers the attackerâs strength by 25% - itâs twice as effective when fighting Skirmishers or other units with Maneuver.
Building up highly-promoted units isnât free, because healing isnât automatic. If you wound an enemy unit, that costs them hammers no matter what! Healing (i.e. replenishing lost troops and equipment) only occurs when you commit a cityâs production to it.
Notes
FoC is not fully designed yet. I see no point in working past the medieval era until the basic principles are implemented and tested. Obviously, some stuff will play well, and other stuff wont, and itâs important to figure out whatâs in that second category before putting in too much labor. So for now, all Iâve done is write down a ton of game rules and figure out the first part of the tech tree.
My plan for a while has been to wait for Civ V to have decent modding abilities and then get started on implementation. Iâve been a bit less than impressed with the handling of Civ Vâs updating, though, and I might have to try something else instead. Weâll see.
Questions and comments are appreciated. I know I wonât agree with some of the opinions I expect to see, and thatâs unlikely to change. But even in that case itâs useful for me to hear that opinion, and anyway in most cases I am not set on anything yet.