The City - a Civilization (IV) Quest

Created
Status
Ongoing
Watchers
31
Recent readers
0

The City - A Civilization (IV) Quest
Intro
Hello everyone! I haven't posted here before, but I've been lurking around for some time while also playing around with this idea and now I'm going to make it happen! So, I'm starting a quest and I hope it fits in here. I've done something like this on the paradox forums a long time ago, however this will be a bit more lightweight and streamlined, both in terms of quest mechanics and the version of civilization that I will use.

The idea is this: I will play a game of civilization and with your votes, counsel and perhaps some political intrigue, you will help guide our civilization as it develops. Or is forced to abandon our home due to a foreign invasion, like last time. We will start as a Neolithic tribe of your choosing in 4000 BC. Our form of government to begin with will be a sort of tribal democracy, so the voting system will be a standard democratic "majority wins" kind of thing, but over time I will introduce other mechanics with characters and power struggles, but this will depend on how our civilization develops.

As players, you won't be controlling every in-game decision regarding what to build or research, but rather, you will be setting the overall goals and strategies. Thus, every turn of the quest won't correspond to an in-game turn, instead I will play a number of in-game turns until the current goal has been achieved or a new problem presents itself that needs a player decision. You are also very welcome to make contributions to the lore (omakes, right?) of our civilization. As time passes, I will let you know of any discoveries made that could be further expanded upon.

That will be all for now. More stuff later. I'll just add that I plan to make this a very visually pleasing quest. Thank you for reading this far and your feedback is always very welcome!

****

First off, we will be creating our civilization, and for that you will vote on Civilization background (pick one) and Civilization traits (pick two). Votes will be tallied Wednesday evening (GMT).


Civilization background
Will determine in which environment we will start and which kind of biome we will be most adapted to, as well as the general aesthetic of our civilization.

[] Cuatitlan [Jungle]
We are the people of the great, lush forests of Cuatitlan. We know how to work the land and appease the forest spirits so that they will share their fruits and riches with us.

[] Kemet (Floodplains)
Since time immemorial, our people has dwelled on the banks of the Great River. A source of life in this otherwise harsh and unwelcoming world, its ebb and flow determining our lives and fates.

[] Latium (Hills)
We are the lowly sheepherders of the foothills. No invading army can defeat us, for we know every little rock of our homeland.

[] The Middle Kingdom (Grasslands)
The fertile grasslands surrounding the Yellow River are our home. We make effective use of the land and we need nothing more!

[] Tuva (Plains)
We are the nomads of the great steppes. Our city is little more than a temporary camp, but don't be fooled by its humble appearance. One day we might conquer the world!

[] Sahra (Oases)
We are the stout people of Sahra, the great desert. We wander its sands, always travelling between the oases we call home.

[] Víkinn [Coast]
We are the people of Víkinn. Every morning, we sail forth from our settlements on the frigid shores we call home to pillage the riches of… fish.



Civilization traits

These will be defining for our civilization throughout the game. You may vote for two and I will select the two with the most votes. Secondly, I will select a random negative one, but there isn't an in-game leader for every combination of three traits, hence you can only vote on the positive ones.

[] Efficient administration - Boosts health and lowers the risk of epidemics.
[] Agrarian - Boosts food output and thus growth
[] Charismatic - Boosts foreign relations and unit promotion, small boost to happiness.
[] Conquerors - Boosts cavalry and siege weapons (i.e. offensive army capabilities)
[] Creative - Boosts culture and construction of cultural buildings.
[] Colonizers - Faster production of settlers.
[] Financial - Boosts commerce, that is gold and research
[] Imperialist - Boosts great general emergence and happiness from barracks
[] Industrious - Boosts production
[] Militaristic - Better training for melee and gunpowder units.
[] Philosophical - Boosts great people emergence and research
[] Political - Boosts espionage and foreign relations
[] Progressive - Units gain experience faster and boost to research
[] Protective - Boosts archers and gunpowder units as well as great general emergence points when fighting within our own borders
[] Seafarer - Boosts trade and naval units.
[] Spiritual - No anarchy when changing our minds regarding policies, and faster construction of all religious buildings.
 
Oh My God, Emil, you're alive! I loved all your games back on Pdox. Still hope you revive Cosmotect one day :)
Anyway, I'm hyped for Humankind, so a bit of civ with neolithic start is a good fix.

Let's go with horsemen start
[X] Tuva (Plains)
[X] Conquerors - Boosts cavalry and siege weapons (i.e. offensive army capabilities)
[X] Charismatic - Boosts foreign relations and unit promotion, small boost to happiness.
 
[X] Tuva (Plains)
[X] Conquerors - Boosts cavalry and siege weapons (i.e. offensive army capabilities)
[X] Charismatic - Boosts foreign relations and unit promotion, small boost to happiness.
 
[X] That Scrappy Kid with a Sling will save us all using the advice from the Wise Old Goatherd that was not understood until after the fact.
-[X] Latium (Hills)
-[X] Progressive - Units gain experience faster and boost to research
-[X] Protective - Boosts archers and gunpowder units as well as great general emergence points when fighting within our own borders
 
I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. -Galileo

[X] Víkinn [Coast]
[X] Colonizers
[X] Seafarer

Hoping the dice roll puts us at war with dragons :rofl:
 
[X] Tuva (Plains)
[X] Conquerors - Boosts cavalry and siege weapons (i.e. offensive army capabilities)
[X] Charismatic - Boosts foreign relations and unit promotion, small boost to happiness.
 
Interesting so we can change our society in the early years

Is this a question? The whole idea is that we can form our society throughout the years.

Oh My God, Emil, you're alive!

Hey Chopak, good to "see" you! Yeah, I've been busy with university for a long while. Knew some of the paradoxians moved here, so I decided to follow :D

Hope you're doing well!

Still hope you revive Cosmotect one day :)

I actually had some ideas for doing that instead, but this concept requires less work, so in the end I opted for that.
 
I couldn't find that on a search, what was it like?
It was on paradox forums and it was basically a God GSRPG, but Emilovic wrote a dedicated app for it in Unity, which was doing all the number crunching and everyone could download the read-only copy for themselves and check all the stats.

But let's not go offtopic too much right form the start :)
 
[X] Plan: Desert Traders
-[X] Sahra (Oases)
-[X] Seafarer - Boosts trade and naval units.
-[X] Charismatic - Boosts foreign relations and unit promotion, small boost to happiness.


I want to handle the trade between Oases and have our own Oases that we produce stuff to trade. I don't think there's really been a quest that is about trade civs in the desert. I also find the concept cool. I included an image of what I'm thinking.
Gobi Sunset by swobyman77 on DeviantArt.
 
Last edited:
[X] Plan builder of people and faith
-[X] Cuatitlan [Jungle]
-[X] Philosophical - Boosts great people emergence and research
-[X] Spiritual - No anarchy when changing our minds regarding policies, and faster construction of all religious buildings.
 
Last edited:
[X] Plan builder of people and faith
[X] Cuatitlan [Jungle]
[X] Philosophical - Boosts great people emergence and research
[X] Spiritual - No anarchy when changing our minds regarding policies, and faster construction of all religious buildings.
Hey, for your plan to count as one, you need to put a dash - in front of the votes. Don't put the dash in front of the plan name. Just look above at my plan to see an example.
 
[X] Tuva (Plains)
[X] Conquerors - Boosts cavalry and siege weapons (i.e. offensive army capabilities)
[X] Charismatic - Boosts foreign relations and unit promotion, small boost to happiness.
 
4000 BC: Choosing a homeland
I think the thread is buried in other quests by now, so I'm ending the vote now. I think I will try and stick to 24-hour deadlines instead from now on.

We have ourselves a winner:
[X] Tuva (Plains)
[X] Conquerors - Boosts cavalry and siege weapons (i.e. offensive army capabilities)
[X] Charismatic - Boosts foreign relations and unit promotion, small boost to happiness.
And our random negative trait is "Arrogant", which makes us poor at espionage.

Our main strength apart from the above is that we are able to build the Grazing Ground improvement on plains, grasslands and tundra, which gives us +1 food and an additional +2 gold and +1 production if built on a plot with horses. We will also later (after researching the stirrup) be able to build Gers which will give us even stronger mounted units.


****

4000 BC: Choosing a homeland
Since time immemorial, we have been dwelling on the vast northern Salt Plains (2 on the map). However, a recent foray towards the south has revealed a southern bountiful new land rich with horses (1 on the map). The landscape to the south is unfamiliar to us, it's full of trees, hills and water, but some think we will be better off there due to the abundance of horses and the easily defendable position. Those who wish for a life on the plains argue that we can dig salt pits (+3 gold per plot) and use the rest of the land as grazing grounds and be better off that way.


Please discuss and vote for either:
[] Location 1 (Southern New Land)
[] Location 2 (Salt Plains)

Write-ins are always allowed too. Vote ends in 24 hrs.
 
Last edited:
I'd go for:
[X] Write-In: Location 2, but one square to the South, so we can reach the Horses with one border expansion.
 
It has been years since i played civ 4 without mods but i think 1 is the best spot for the first city as more food and production allows us to build a settler sooner.
[X] Location 1 (Southern New Land)
 
Aah, it's not quite the old Realpolitik games from CFC, but this does seem kinda fun!

Regarding location, I admittedly don't have as many hours in Civ4 as in Civ5, but my memory is that while gold is pretty nice to have, the rough priority is generally food > hammers > gold so long as you're solvent, so I'm in favor of the coastal location.

[X] Location 1 (Southern New Land)
 
Aah, it's not quite the old Realpolitik games from CFC, but this does seem kinda fun!

There will be more realpolitik later, I hope! But for now we are an early direct democracy.


But wouldn't we get more food from position 2?

I'm not sure if I may have impacted this a bit by describing option 1 as bountiful and rich. The two positions are more or less the same level of "bountiful" I think, though we will have to do some fishing if we go with option 1.
 
There will be more realpolitik later, I hope! But for now we are an early direct democracy.
Ah, I was referring to a specific set of games that once ran over on the civfanatics forums called Realpolitik, which were kinda like what this looks like it might be... except that players formed (entirely too many, one might say) political parties, cut backroom deals, and pandered to each other.

Fun times. :p
 
Back
Top