Fortuente
31Jan/09

Settlers 6 and Colonization 2 Modding

First off, for the past few days I have been completely engrossed in Settlers VI - Rise of an Empire. I'm feeling a little short on words today, so all I can come up with is that I think it "kicks ass."

I'm almost through the campaign missions, and I have been enjoying myself quite a bit. It's the perfect blend of RTS for a turtle like myself. Basically, it has elements of both combat and base- (city-) building, but with the building elements fleshed out much more than the combat elements. This is almost always the opposite in RTS titles, with buildings only being a means to create different and better units.

So focusing less on martial topics, it leaves you free to create a large and prosperous town in its fictionally generic medieval world. (No magic or monsters - just plenty of mead, Vikings and large-chested wenches.) I suppose you could think of it as carebear RTS. And it is precisely what I was looking for.

The last couple posts I was musing about my desire to see a Pot Growing Tycoon game. While I wrote it in the hope some amateur designers or modders will see and be inspired, I've decided to take the plunge and work on my version of it. Despite knowing absolutely nothing about game design other than what I learned from playing the wretched time-sinks over the years.

So first thing I realized is that considering the main limitations of time, motivation and technical knowledge, I would not be well-served in attempting a grandiose web application, let alone a stand-alone executable. So the obvious choice is to begin a mod for a pre-existing game.

My first thought was, as you might have guessed, Settlers 6. In fact I think that Settlers makes the perfect framework for the game I had in mind, as it focuses on resource acquisition, refining and building with a small amount of combat mixed in - almost exactly as I had imagined it. However, while Settlers boasts an excellent map-making tool, either it won't allow the level of customization I want or modding with it is not realistic given my three main limitations.

So I have been thinking about it, and at the end I thought Colonization 2 might make a good game to receive the "Pot Grower" touch.I am also thinking it will be the (relatively speaking) easiest to mod.

First, a great deal of the actual modification can be done simply through XML files and secondly because it is based on Civilization IV, there is already an abundance of resources to make use of in the case of customized units as well veteran modders to ask for help. Plus, I am very familiar with both Civ 4 and Colonization so win/win if you ask me.

At this point I am having a bit of trouble reconciling the differences between what I had in mind and the constraints that will be placed on me by using Colonization. Mainly I had in mind a game that plays out in a roughly similar way to Children of the Nile, Settlers, or even Hinterland. Settlers comes closest, however. Colonization like Civilization focuses more on macroscopic view with the building of multiple bases and distributing material between them.

This can still work, though. I suppose I need merely keep Railroad Tycoon rather than Rollercoaster Tycoon in mind, perhaps. I also find the trade the system used to interact with Europe to my liking in the context of this mod.

As I envision it currently:

  1. Rather than building "cities" or "forts" the players will build illicit growing operations and they can build a network of these farms across the given territory. This can bring players into conflict with each other and with the locals.
  2. The territory will also be inhabited by "natives" - in this case the locals with established towns with residents and security. Security consists mainly of police, which will also patrol the roads and randomly stop pot farmer units.
  3. Pot farmers will earn the bulk of their income trading items - largely pot - to some degree with the locals, but mainly to the "Big City" which replaces Europe in this mod. In the big city you can also import specialists - i.e. Trimmers and Thugs as well as buy goods like guns, plant clones or growing equipment. Of course locals will also trade items like these back and forth as well.

Some things to think on further:

  1. How to resolve the hidden aspect of the pot farm with the locals? In other words, the local security must not inherently know about the existence of the pot farms or network. And if there should be a mechanic that enables them to find out and attack the farm.
  2. And in Colonization, the fights are life-and-death. There would need to be a way to account that most busts go down without gunplay let alone deaths - and ultimately result in jail or prison. If a player is found out by the locals and raided, how would that play out?
  3. Should the farmers be allowed to take over entire towns of locals? If you spend all the money you make selling pot to fund a small army, what would stop you the player from simply destroying the nearest town (whether or not it is a nuisance)? This is completely unrealistic, I need to find a way to address it.
  4. At the same time, there should be a mechanic to allow infiltration of local towns by farmers in order to change laws or bribe officials. Perhaps this could be handled by setting the locals as decidedly neutral to the pot-growing issue but use them as spawning points for police units that attack-on-sight pot-farm units.
  5. The police units could use a non-combat animation similar to the one used when a worker unit is captured in Civilization when busting a farmer unit - in fact, they could become literally captured and stored in a jail. Then they could be released after X turns, released early through the diplomacy (lawyer) screen, or busted out with a "thug" unit.

I suppose the whole conflict of life-and-death versus liberty-and-imprisonment could be resolved by making the player some shadowy ubermensche much like in the Civilization series. But while it would be impossible for the player to be busted, it would be all-too-common for his units. And eventually if the right combination of diplomacy, secrecy and thuggery are not employed the result will be the confiscation of all farms and units.

I wonder how deep into Civ 4 territory you can go with Colonization? The thought just occurred to me that the espionage tactic could probably be used to both hide and discover secret farms. One would imagine the locations of farms between players would be secret as well.

Hmmm. Stealth Civ - I'm starting to like where this is heading. I'm going to head out for a gravity bong and ponder this some more. If you would like to add your thoughts on my pot grower civ mod, please do so below!

31Oct/08

Figuring out Colonization Strategies

I've been playing a lot of Civilization the past few days and still have yet to beat the game. At first I thought it was the usual culprit, Maryjane, but after spending some quality lurk-time at Civ Fanatics, apparently it isn't just me having problems. My last game I came close, though.

I've been playing as Louis de Frontenac of France on a large map. I chose Frontenac more because of the military bonus (Grenadier I) than the native interaction bonuses. Since the only way to win the game is by killing every member of the King's Royal Expeditionary Force (REF), it only make sense to be as militaristic as possible. But the native tolerance does help as I've been avoiding wars with natives or other European colonies in order to have a crushing defense.

I founded five cities: as I planned from the outset to use the honeypot strategy during the War of Independence I made one port with four inland cities. "Honeypot" is a name I came up with to describe this common strategy due to it's passing similarity to the computer security technique.

This strategy involves maintaining one strong port city until the WoI, then all-but surrendering it to the REF at the outset of the war. Why? To take advantage of the crushing 100% settlement bombard bonus that cannons have. A contingent of cannons with solid dragoon support can capture cities quite easily, and with a good network of roads the dragoons can quickly respond to the REF out in the field.

So I will retake the port city then leave it once more with two or three sacrificial soldiers (those poor indentured servants). The REF will once again retake the city whereupon I can practice shooting fish in a barrel. Profit.

There is no question defending an inland empire is easier as well. With a solid network of roads and cities placed close together your dragoons can quickly respond any threat. Between the enemy placing troops in the roach motel of your port city and sending the rest on futile death marches, the theory is that you will whittle down the REF in no time.

But just getting to this point has been quite a trial for me. A few of the extremely important things I've learned so far:

Do not produce Liberty Bells until you are almost ready for war.

Build the Printing Press and Newspaper before slotting Elder Statesman, so that when you do they will begin your LB production with a bang. The size of the REF increases with your LB production, so you want to achieve the 50% support for Independence in as few turns as possible.

Starting with five cities ranging from 8-18 population, nine Elder Statesmen, five Printing Presses and three Newspapers it took me roughly 40 turns. I added some Free Colonists to the Town Halls and built a fourth Newspaper in that time.

Use Cannons exclusively for your pre-WoI army

Now, to be honest I do not exactly understand how this is all calculated yet, and I can not be assed to look it up right now. However, a very important consideration to make in determining your LB production is the size of your population.

If you have soldiers garrisoned in your city, they will count for your population but will somehow drag down your LB production (this is where I am hazy on details). Cannons for whatever reason are exempted from this. As you will be wanting a formidable army of cannons during your WoI it only makes sense to stock up on them as early as you can and use them to defend your cities from hostiles.

Food, Guns and Horses are the only commodities that matter

This is certainly not true, but I am trying to highlight their extreme importance. These are the raw materials for Dragoons, the top over-all military unit. Because anyone can become a Dragoon (or a Soldier), and because you are penalized in LB production for maintaining a standing army, it is wise to stock up on guns and horses for the end game WoI. Food will keep those future bullet-catchers popping out at a nice rate.

This last game, I had roughly 1200 Horses and 1000 Guns stockpiled and between that and my Cannon army I was easily showing King Louis who was boss. Sadly for me on this last run through, I ran out of time before the King sent all the troops over. I ended being short by about 15 turns, even.

Which means that as far as I can tell so far, it definitely takes longer than the 16 (give or take a couple) turns I was trying to win my WoI in. I figured that because I had the units and strategy I would be able to hand him his ass on a platter - and I did just that - but it took the King too long to actually ship his units to fight me, so he won by default.

To me that's a weakness in the game (I declared in 1775 after all), but oh well. I will make sure to plan for it next time.I really wish there was more than one way to win this game.

I think I am going to spend a day or two using the map editor to run simulations on the fastest way to run up LB production and try to see just how population affects it. If I remember, I am totally baked right now.