Fortuente
12Feb/09

More Grow Tycoon Ideas

In the course of dissecting Colonization (and to a lesser extent Civ IV), I have come across a few other ideas I have for my illicit-pot-growing Colonization mod, currently code-named Grow Tycoon that I wanted to briefly write down here both for myself and for anyone else who might happen to read this and be interested.

First, I haven't mentioned it but from the beginning I have planned on morphing the Founding Father system into a plant varietal system. Meaning rather than accumulating points and spending them to have a historical figure join your cause, you will accumulate points and use them to research and/or cross breed strains of pot to come up with other strains to grow.

I would like to have a mechanic that has a more sandbox feel - similar perhaps to the way one would create new units in Alpha Centauri. The player could mix and match to create strains that have specific bonuses (easier to grow, worth more money when sold, etc.), however for this mod I want to keep it as simple as possible. So an easier alternative given the Civ 4 engine is to simply make pre-defined strains that are researchable along a "tech tree" or in the case of Colonization the "Founding Father" tree. Plus, I always have fun coming up with silly names like Spanish Trampoline and it might make a nice way to pay homage to some real-life historical strains like Maui Wowee or Northern Lights.

Another thing that I have had in mind this whole time but I believe I have not mentioned is crucial to my decision to use Colonization as a base rather than Civilization IV itself - the town and trade system. Because pot farming in real life is itself an industry I want to preserve that (Tycoon) element by using the city-building aspects of Colonization. Where it uses schools, cigar-rolling factories, stockades and the like, however, I will be using (water) wells, generators and CCTV security systems. All which, like Colonization, must be constructed over X amount of turns and be manned by a "colonist" (I still haven't come up with a generic unit name yet).

As I mentioned in an earlier post, the scale of Grow Tycoon's world is much reduced from that of the other Civ games. But I was still having a hard time working out exactly what that means to the game. The way I have decided to approach it is to leave the basic mechanic largely unchanged and chalk up the scale difference to nothing more than graphics and text.

Which means you will still be using a unit to construct farms outside of your city, but it will be presented as constructing fields outside of your base camp. The base camp (like the Civ city) houses your workers and contains all your important buildings. From the base camp management screen (city management screen) you can assign your workers to pot fields you have constructed or other duties I haven't come up with yet. An example for a potential tile assignment would be guard duty that provides a bonus to defense from the Law or criminal gangs.

I'm going to end this here for today. As I am finishing the task of fleshing out my basic concepts I am turning more an more to creating specific units. Like the wagon - a land resource transportation unit - which I want to have a few different versions of to take into account for things like SUVs with hidden compartments, tractor trailers that hall other goods to disguise your contraband or basic cars that can travel fast but have a higher chance of getting caught by the Law. Or maybe only have one basic land transport unit that takes advantage of the experience-point system (but then how will it gain xp if it is destroyed on being caught?). That's the kind of stuff I have been moving on to lately, which I suppose means development is proceeding at a fair pace.

If you are familiar with Civ 4 and/or Colonization and would like to make some suggestions, I whole-heartedly welcome them! If you aren't familiar with Sid Meier strategy games and like turn-based strategy I also recommend you give them a try. Modding in Civ 3 was good, but as you might have seen modding in Civ 4 allows you to do almost anything you want with the only real limit being your time and expertise.

8Feb/09

More Pot Farming Mod Braindump

OK, so I bet all of you are tight and ready for an in-depth description of how my Pot-farming Colonization mod is shaping up? Uh, yeah, about that ...

Seriously, I have not (a mere week-and-a-half) later decided to abandon it. I have, however, not being working on it at all. I am still basically at the conceptual stage with a final few issues to work out:

How will stealth/secrecy work? Will it be in game at all?

How do I bring together the way Civilization treats resources and my concept of it?

First, the secrecy aspect I am still clueless about. I have no solid, definable way of dealing with it which is why I am considering leaving it out. But then how do we prevent the wandering police units from wandering onto our farm and shutting it down? Perhaps with buildings or "national wonders."

Originally, however, I had envisioned giving each farm or civ (hereto referred to as "grow operation") a modifier like that used in diplomacy. Or reintroducing espionage from Civ 4 back into Colonization  - or both. Assuming I keep this in the mod, it is likely I will definitely use the former from the outset and introduce the latter in a later iteration. In fact I don't know why I have angst about using something approximating a secrecy mechanic - it is probably due to a lack of the same perspective I suffer with the next issue: resources.

Being a long-time Civilization player, I am having a problem staying focused on the physical scale of the game. As in all the regular civ games, individual tiles represent quite significant chunks of land. One tile is simply not a "farm" or a "mine" but it is taken to represent a small industry of each. A large city occupies a single tile.

In this mod, I am not dealing with cities and nations. The entire area of a huge map for this mod equates to only a few tiles from a regular civ game. I simply need to keep this in mind more as I go over the mod in my mind and on paper.

A useful way I have found at looking at the situation is to view cities and their cultural boundries as houses with their property boundries. This is basically how I am planning for a typical map to play out. The downside is that it will increase the amount of custom graphics needed.

What I have to work out for this is how to morph the city culture rating and boundry growth. I am not sure having actual property value in the mod is worthwhile to the game (though it sounds like the beginning of an excellent real estate Civ mod), and I definitely do not want property boundaries to grow of their own accord from a rating - more land must be purchased with "gold" (which will certainly be changed to US dollars in the mod).

In this way I plan on having the "cultural" boundries set in stone at the beginning of a game with the ability to change shape through purchase or trade. It will also open the door to introducing the ability of putting farms on land not owned by you - i.e. one could play a map where the majority of land is a national park owned by the government.

So that's all I have right now in terms of musings. Once I get it nice and clean, I plan on putting my text documents online for whoever to see. Maybe I'll use Google docs - I'll let you know. Other than that my current goals are to catalogue every unit and building in the game so I can figure out what I need to change, add and delete. Essentially I am dumping the Civilopedia onto a spreadsheet.

I am also slowly familiarizing myself with Visual Studio 2008, but as I haven't touched a compiler let alone written C++ in almost 10 years, you can imagine how that is going. Slow is the key word here. But before I am able to truly move beyond the concept stage and into realizing certain mechanics I will likely have to master it.

If you are reading this and it sounds interesting to you, I welcome any comments below. Though it is true, I am mainly making this mod for my own selfish pleasure, I have no problem sharing and welcome any insights that could help make this a mod everyone can enjoy!

Finally, I need to finalize the working name for this mod. I have to admit I am rather not partial my original name "Pot Farmer Tycoon." Interesting it is not the Tycoon part that puts me off. So I am going to finalize the working title right now: Grow Tycoon. If you can think of a better name, let me know - this is just the working title.

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!

26Jan/09

Pot Growing Games

First I want to send out a thanks to the reddit community - my Pot Grower Tycoon post was submitted and got some great comments!

So I just wanted to use this time to post a couple links to pot-growing games some of the redditors posted. I'll be checking some of these out for fun. If any of the games are good I'll post a review later on.

First up is Highgrow. On first look, it appears to be a cheesy, but hopefully decent, gardening sim that focuses on the illegal nature of growing our favorite maligned plant. I'm going to download it and check it out, but sadly my expectations are not too terribly high (pun intended) given the lame nature of the advertising on the site. I mean, everyone know that "legal buds" are a rip-off, right? Well, if you didn't know that - don't get suckered into wasting your money.

The next link provided by the good reddit community is to a list of pot games at Concept 420. Some of these look pretty decent, and sadly it appears like there are some pretty dead links on the list also.

I noticed some of these games are also merely drug-dealer strategy games. I'm really not into the whole "gangster" GTA/Scarface genre so I can't say I will bother with these. I like pot - I like smoking it, I like pot artwork, I like reading about pot. I prefer to leave meth, cocaine, heroine or the other illegals out of the equation.

I also actually used to play Ganja Farmer several years ago and it is a pretty fun game if you are into the classic Galaxian-style arcade games. Definitely not a Sim or Tycoon game, though.

I downloaded Virtual Grow 2, which Concept 420 apparently hosts themselves. I haven't played it yet, but I wanted to mention that I scanned it and it appears to be virus/trojan-free. I think of all the games, though, this one sounds like it could be closest to being the sort of game I was describing in my original post.

I also found Dope Farmer through the reddit comments. It looks fairly promising as a pot-farming sim, but I don't know how I will react to it, as apparently one of the goals of setting up a successful grow operation is to then make your own meth lab.

Even though it seems innoccuous enough, this is one of the aspects of the failed Drug War that really gets my blood boiling. Why must drugs like meth-amphetamines always be lumped in with marijuana? Of course the ignorant drug "warriors" will tell you it is because pot is a gateway drug. But no, it is because pot has been lumped in with these dangerous substances and has to share its subculture with them.

It reminds me of stories I've heard from both friends and strangers of smart kids with problems like dyslexia getting forced into classes with the "slow" kids. They don't belong there, but because of the short-sighted and ignorant nature of the school administrators they are forced into it. Always a shame.

Anywho - apparently my Pot Grower Tycoon game doesn't exist or still has yet to be uncovered from the deep sands of the intertubes. I'm still thinking about it and I'll post more of my ideas later. Maybe I should start learning game design so I can make it myself! Settlers 7 - Rise of the Rastafarians LOL.

24Jan/09

Pot Grower Tycoon 2: What if?

OK, picture it with me ...

Deep in the woods of Northern California you have just inherited a large plot of land from you aunt. So you do what any red-blooded American does: you immediately set out to make millions of dollars with a banned substance!

In Pot Grower Tycoon you must create the ultimate secret pot farm and build a black market distribution network to spread your green love throughout the land, all the while avoiding the government, armed thieves and international gangs. Manage your farm the way you want - focus on the growing the best bud and rely on secrecy and prayer to get you through, or build up an arsenal and gun down anyone who sets foot on your land. Buy off the local sheriff and grow acres of bud or set up entire fake houses to conceal indoor farms.

Are you a ruthless capitalist or a peace-loving hippy? Pot Grower Tycoon allows you to choose between indoor and outdoor farming with customizations like soil and hydroponics, chemical and organic fertilizers or green and dirty electricity. Leave no trace or rape the land - it's your decision.

So how does it sound? I so want to play this game - maybe I'll attempt to create it. It might work as a browser game. Maybe not. I'm not sure I would really want to play a themed Travian-like, let alone attempt to develop my own.

But I am enjoying the pvp-lite Nile Online - it just seems to me like at least the threat of violence would need to pervade the game. Lol, getting busted could send you to Prison Tycoon.

It would have to be more than just Plant Tycoon, but implementing some simplified elements similar to this game could make for an interesting minigame - crossbreeding varieties on your farm to achieve the perfect "pineapple express." And doing so, as with the original, to be able to fetch higher prices for your product.

UPDATE: Thanks reddit! I have seen a lot of comments about this post and I appreciate all of them. I just wrote a follow-up here.