[Game Idea] "Realtime Civillization" Style RTS

[Game Idea] "Realtime Civillization" Style RTS

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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

[Game Idea] "Realtime Civillization" Style RTS

Post by SinbadEV »

Been a while since I've done one of these so I figured I was due. This idea is a little like THIS from what I can tell so the technology to implement it should be plausible.

Tentative Names:
-----Age of Galactic Imperialism
-----Guardians of Galactic Imperialism
-----Total Imperialism
-----Guardian Annihilation

Premise:
-----Warring Guardianships (City-State-Colonies) work to gain supremacy over a map by increasing [1] influencing a certain % of the map, [2] Eliminating all other Guardianships, [3] Being in an alliance with all other active Guardianships, [4] Researching an "Ultimate Technology".

Gameplay:
-----Guardianships are represented by a central city on which improvements can be built, this city will have a "circle" of influence over the map which increases as the size of the city grows and where this circle overlaps with another city's circle the city with the highest influence rating will control the contested territory. Cities can research technologies, build improvements and build units.

-----Units include offensive/defensive units (defensive units are buildings built withing the control area of the main city.) along with Guaridians who can move to establish new "Guardianships"... Each city will have 1 Guaridan that can move freely within it's borders... if this guardian has been defeated the next guardian to reach the central city of a Guardianship will take control of it... A Guardian's strength is determined by the city it resides in so a fresh Guardian being sent out would only make it safely to the central city if that cities defenses have been reduced significantly.

"Races":
-----There will really be only 1 factions worth of units but there will be different "cultures" which constitute different starting/available technologies or bonuses.

Guardianships:
-----The game will start with a player being given a "Settler Guardian" and there first task will be to build a central city which will then establish a "Guardianship".

-----Guardianships will collect production resources based on sectors of metal within their control, and get boosts to research if a thermal vent is within their territory. Buildings can be built as upgrades to the main city that increase the Growth, Resource or Research Multiplier etc.

-----When selecting a Guardianship you can choose to Build a Building/Unit, Research a Technology or Refocus on Growth/Gathering Resources.

-----"Buildings" (or city enhancements) don't need space to be built and just kinda show up surrounding the central city... the number of building a city can control will be limited by the "size of the city" however. Mobile Units will be built at the central city while immobile building are built in available space within the guardianships area of influence. When two Guardianships of the same player overlap the resources etc still go to the city with the highest influence but for the sake of building immobile buildings they can go anywhere that the influence would normally be. If a city is destroyed or shrinks and a immobile building is outside of the area of control of the player, this building will be disabled and taken over by the next Guardianship's influence it falls under.

OMG THE POWER JUST DIED BUT FIREFOX SAVED MY WORK!!! POSTING NOW SO I DON'T LOSE IT!!! (Also Copied to a Local Text Document)

Research:
-----A research screen will be available and a branching technology tree will list available researches, as a technology is researched new enhancements and units will be available as well as global bonuses for a player. A technology will have a certain "cost" and each game-tic a city controlled by a player will produce some research against this cost. A city will produce more research if it is not building an enhancement or unit.

Units:

Guardian (No Colony)
-----Large Ambulatory Robot (like a Commander), it will have a basic attack, the ability to claim a central colony or build a central colony, when building a central colony the Guardian will freeze and build it "around" itself.

Guardian (Colony)
-----Guardians Hitpoints and Attack Power will grow with the size of the controlled Central Colony. Some of the "Enhancements" that a Central Colony can build will be enhancements to the basic Guardian, weapons, the ability to stun and capture enemy units, speed increases, radar etc.

Central Colony/Guardianship Capital (Might give it a shorter name, maybe "city")
-----A dome with a "city" inside of it, think like the Arcologies in SimCity2000. When the city grows or enhancements are added to it they are put as outbuildings around the city, these will be entirely passable by game units and are only visible cues that the city has those enhancements. When a city is attacked it will lose population... since the ability of a city to support certain enhancements these enhancements will be destroyed if the population falls bellow the required level.

Colony Enhancements:

Guardian Enhancements:

Immobile Units:
-----Built by the Central Colony anywhere within the territory it influences (it's Guardianship). Provides shields, radars, weapons, influence boost, repair for units for a limited range around itself.

Mobile Units:
-----Moves around, mostly attacks stuff, short or long range, different speeds... probably a pretty limmited number of different units with better/stronger versions of themselves being unlocked.
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: [Game Idea] "Realtime Civillization" Style RTS

Post by Sheekel »

you know, I'm looking into to style/gameplay ideas for that LEGO RTS I'm tentatively working on...still struggling to get the basic premise down for it...
Last edited by Sheekel on 21 Dec 2008, 20:01, edited 1 time in total.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: [Game Idea] "Realtime Civillization" Style RTS

Post by lurker »

You wrote a design doc in a web browser?
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: [Game Idea] "Realtime Civillization" Style RTS

Post by SinbadEV »

lurker wrote:You wrote a design doc in a web browser?
When I started it I didn't expect it to be a design doc.
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Re: [Game Idea] "Realtime Civillization" Style RTS

Post by SwiftSpear »

SinbadEV wrote:
lurker wrote:You wrote a design doc in a web browser?
When I started it I didn't expect it to be a design doc.
Don't worry, it's not.
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: [Game Idea] "Realtime Civillization" Style RTS

Post by lurker »

It's the start to one, and the best term that came to mind.
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pharoph
Posts: 408
Joined: 16 Jan 2008, 02:04

Re: [Game Idea] "Realtime Civillization" Style RTS

Post by pharoph »

Your idea is similar to "Rise of nations" or "Cizilization".
players go around constructing cities, upgrading and producing units. i think there is a lack of units which could make it boring but still you have a great idea here 8)
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: [Game Idea] "Realtime Civillization" Style RTS

Post by REVENGE »

pharoph wrote:Your idea is similar to "Rise of nations" or "Cizilization".
players go around constructing cities, upgrading and producing units. i think there is a lack of units which could make it boring but still you have a great idea here 8)
I had planned some Rise of Nations mechanics into FF, but I'd love to see it implemented anywhere tbh.
erasmus
Posts: 111
Joined: 28 Jun 2006, 06:01

Re: [Game Idea] "Realtime Civillization" Style RTS

Post by erasmus »

have you tried sins of a solar empire?

the map mechanic is very simplified, but it is very much a 4x game in RTS clothing.
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