Topic: Ideas for new tribes
einstein13 |
Posted at: 2017-07-03, 13:53
I can see that there are many ideas for new tribes. It can be hard to keep in the game. I mean that there is a possibility of having lots of troubles for new players (which tribe to choose? what are "standard" ones? all of them?) So I suggest two ways: 1. Make all of tribes as similar as possible (Age Of Empires 2 has that, many "tribes" and all of them has the same mechanic) 2. group tribes in some categories (classic: barbarians, empire, atlanteans, enhanced: amazons, frisians, china, fiction: elves, dwarven, ?) and then change a bit engine for random picking AI tribe/ online games (f.e.: can't pick fiction tribes for classic only match) einstein13 |
kaputtnik |
Posted at: 2017-07-03, 23:14
What about an extra terrestrial tribe? Such a fantasy tribe may has a complete different economy:
I guess this would be complicated to balance but very interesting. Top Quote |
GunChleoc |
Posted at: 2017-07-04, 18:12
Martians would be fun Somebody is doing some excellent research on the ancient Kushites over at 0AD, maybe that could be used as a base for an African/Saharan tribe Busy indexing nil values Top Quote |
WorldSavior Topic Opener |
Posted at: 2017-07-04, 19:29
Good ideas
I think so, too Wanted to save the world, then I got widetracked Top Quote |
JanO |
Posted at: 2017-07-04, 20:03
The extraterrestians with their extra weird economy would probably get some trouble on many terrestial places (= currently existing maps) Top Quote |
kaputtnik |
Posted at: 2017-07-04, 20:58
If extra terrestrial is too hard one could investigate Mayas Top Quote |
NonServiam |
Posted at: 2017-07-06, 01:53
OttomansIn a nutshell: camel-riding desert tribe. Advantage: needs not much water and not many trees Drawback: needs lots of stone and lots of flat open space Wares
Buildings
Notes
Top Quote |
OIPUN |
Posted at: 2021-05-28, 08:43
Here is how I see Sumerians – low tree and iron consumption, water drives the economy. Top Quote |
the-x |
Posted at: 2021-05-28, 10:50
Started working on Sumerians today https://www.widelands.org/forum/topic/5257/?page=1#post-36931 To the concept, i like concepts like low tree but maybe we need a lot more, especially interesting concepts in gameplay. What drives the economy? Water is a very cheap and easy to produce ressource, but the big problem with water is the following: it heavily blocks roads, not at the beginning, but when the economy grows and expand to all four sides, your roads soon get heavily blocked. The other thing with water is that i just build a well, and finished. Here i like the concept of the Norwegians much more, (https://www.widelands.org/forum/topic/5257/?page=1#post-36931) they use gold to accelerate their economy later, which is rare, doesnt block roads and serves as an technologyindex. We could also create another ressource like diamonds or something that is made out of gold? All in all gameplay changes are the most important thing to face for comming tribes, as you want some tribes that really differ, like the Amazons who created sucessfully a concept without needing iron (or coalmines) - at all. Top Quote |
hessenfarmer |
Posted at: 2021-05-28, 10:53
This is a already pretty mature outline od a tribe. Unfortunately some concepts won't work without major coding changes (upgradeable Warehouse or warehouse which only stores limited wares, advanced builder,) academies enhancing productivity in the vicinity could be possible though (all productionbuildings need to check for existence of it in their vicinity and run alternative programs) Top Quote |