Ancient Civ Game: Need Help With Civs & Map Setup!

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Hey guys! I'm super stoked to share my plan for a real-world ancient civilization game run. I'm aiming for something truly immersive and historically plausible, and I'd love your input on a few key decisions, especially when it comes to civ selection and map setup. I want to craft a game that feels less like a standard 4X and more like an unfolding historical simulation. Think of it as guiding an ancient civilization through the ages, facing the challenges and opportunities that shaped our world. Let's dive into my initial ideas, and please, hit me with your suggestions, critiques, and any brilliant ideas you might have!

Civilization Selection: Which Ancient Powerhouses to Include?

The choice of civilizations is crucial for setting the stage for our game. I want a diverse mix of cultures that interacted (and often clashed!) in meaningful ways. My initial thoughts lean towards including these civs:

  • The Romans: Obvious choice, right? Their vast empire, military prowess, and engineering marvels make them a must-have. Plus, their interactions with other Mediterranean powers provide a natural conflict driver.
  • The Greeks: Representing the pinnacle of ancient philosophy, art, and democracy (of a sort). Their city-states and naval power add a different flavor to the game.
  • The Egyptians: Their ancient kingdom, monumental architecture, and rich history provide a unique dynamic. Controlling the Nile is an interesting strategic challenge.
  • The Persians: A sprawling empire that challenged both the Greeks and Romans. Their military strength and administrative capabilities make them a formidable opponent.
  • The Indians (Mauryan or Gupta): Representing the Indian subcontinent, with its diverse cultures, religions, and trade networks. Their inclusion adds a layer of eastern influence to the game.

But here's where I need your advice: Are there any glaring omissions? Should I swap out one of these civs for another? Perhaps the Babylonians, representing Mesopotamia and its ancient legacy? Or maybe a strong nomadic culture like the Scythians to represent the steppe peoples? I'm open to suggestions that would enhance the historical accuracy and strategic depth of the game. Think about civs that bring unique strengths, weaknesses, and historical narratives to the table. The goal is to create a dynamic world where each civilization has a distinct role to play.

Also, what about the specific leaders for these civilizations? Should I stick to well-known figures like Julius Caesar or Alexander the Great, or delve into more obscure but equally influential leaders? The choice of leader can significantly impact a civilization's playstyle and historical trajectory. For example, a leader focused on diplomacy and trade could lead to a vastly different game than one focused on military conquest. I'm leaning towards a mix of both famous and lesser-known leaders to provide a more nuanced and historically accurate representation of each civilization.

Furthermore, considering the game's timeframe, which should ideally span from the Bronze Age to the early Middle Ages, how do we handle the evolution of these civilizations? Should they have the ability to transform into successor states or evolve into new cultural entities? For example, could the Roman Empire eventually split into the Western and Eastern Roman Empires, or could the Greek city-states coalesce into a Hellenistic empire? Implementing such transformations could add a layer of historical realism and strategic complexity to the game, but it would also require careful balancing to ensure that it doesn't become too chaotic or unpredictable.

Map Setup: Recreating the Ancient World

Next up: the map! I'm planning to use a custom-designed map that accurately reflects the geography of the ancient world. This means carefully considering:

  • Landmasses and Coastlines: Getting the shape of the continents right is essential. I want the Mediterranean Sea to be a central hub of activity, with accurate coastlines for Europe, North Africa, and the Middle East.
  • River Systems: Rivers like the Nile, Tigris and Euphrates, Indus, and Yellow River were vital to ancient civilizations. They need to be strategically placed and provide appropriate bonuses.
  • Mountain Ranges: Mountain ranges like the Alps, Himalayas, and Zagros Mountains acted as natural barriers and influenced trade routes. Representing them accurately is important.
  • Resource Distribution: Resources like iron, copper, gold, and fertile land should be distributed realistically, creating competition and trade opportunities.

My big question here is: What map projection should I use? A standard rectangular projection would distort the shapes of continents, especially at higher latitudes. A more accurate projection, like the Winkel tripel projection, would be ideal, but it might be more challenging to implement in the game. Any thoughts or experiences with custom map projections in strategy games?

Also, how detailed should the map be? Should I include minor geographical features like hills, forests, and deserts, or focus on the major landforms and river systems? More detail would certainly add to the visual appeal and realism of the game, but it could also impact performance and make the map more cluttered. Finding the right balance between detail and playability is crucial.

Furthermore, considering the strategic importance of certain geographical locations, how should I represent them on the map? For example, should I create special terrain features or strategic resources around key locations like the Strait of Gibraltar, the Bosporus Strait, or the Khyber Pass? These locations played a significant role in ancient history, and representing them accurately could add a layer of strategic depth to the game.

Game Mechanics: Capturing the Essence of Ancient Warfare, Trade, and Culture

Beyond civ selection and map setup, I'm also brainstorming ways to incorporate game mechanics that reflect the unique aspects of ancient civilizations. This includes:

  • Technology and Research: Developing a tech tree that accurately reflects the technological advancements of the ancient world, from bronze working to iron production to advanced engineering.
  • Culture and Religion: Implementing cultural and religious systems that influence diplomacy, domestic stability, and technological progress. The spread of religions like Christianity and Buddhism could be a major factor in the game.
  • Trade and Diplomacy: Creating a robust trade system that allows civilizations to exchange resources and ideas. Diplomatic relations should be influenced by factors like cultural affinity, religious differences, and economic interests.
  • Warfare: Designing combat mechanics that reflect the tactics and technologies of ancient warfare, including formations, siege warfare, and naval combat.

I'm particularly interested in your ideas on: How to represent the rise and fall of empires in a realistic way. Should there be mechanics for internal strife, barbarian invasions, and economic collapse? How can I make the game challenging and engaging without resorting to artificial difficulty or historical railroading? The goal is to create a game that allows players to shape their own destinies while still remaining true to the historical context.

Also, how should I handle the concept of historical accuracy versus gameplay balance? Should I prioritize historical accuracy even if it means sacrificing some gameplay balance, or should I prioritize gameplay balance even if it means deviating from historical accuracy? Finding the right balance between these two competing priorities is a major challenge in designing a historical strategy game. I'm leaning towards prioritizing historical accuracy in most cases, but I'm also open to making some concessions for the sake of gameplay.

Furthermore, considering the diverse range of ancient civilizations, how should I represent their unique strengths and weaknesses in the game? Should each civilization have unique units, buildings, technologies, or abilities that reflect their historical characteristics? For example, the Romans could have superior legions and engineering capabilities, while the Greeks could have superior philosophers and naval power. Implementing such unique features could add a layer of strategic depth and historical flavor to the game.

Final Thoughts: Let's Build an Epic Ancient World Together!

So, there you have it! My initial thoughts on planning a real-world ancient civilization game run. I'm incredibly excited about this project, and I believe that with your help, we can create something truly special. I'm eager to hear your feedback on my ideas, and I'm open to any and all suggestions. Let's work together to build an epic ancient world that is both historically accurate and strategically engaging! What civilizations do you think are essential? What map features are a must-have? And what game mechanics would best capture the essence of the ancient world? Let's discuss!