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The Clash |
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Model Description Wonders in Clash will be VERY different from what you've grown accustomed to! Great Projects and Monumental Structures have their place, but now you'll find stupendous Wonders of Nature and "portable" Artistic Masterpieces. Be prepared to gaze in "Wonder"! |
Wonders Model Team
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Wonders and Other Great Achievements Model 1.0 - Chris’ Notes 1.0 Muchas gracias to Lord God Jinnai for doing the majority of work behind this model, I’ve been really busy recently, and so most of the work has landed on his shoulders, so I’m sorry LGJ about this. Please please please can we have your comments on this model! Is this over-complicated? Is this better or worse than in other civ-games? Make yourself heard by posting your comments in our forum thread. 1.1 Before I continue I must want to say that this model will not limit the number of wonders to the number 7 as has been done in our world historically. Also many things that might have made it to the "wonder" status never did because there was that limit of 7 and some things were just slightly better. 2.0
There are 4 groups that will be listed here in the wonder model: Man-made
Structures, Natural
Structures, Projects
and Items. 2.1
Man-Made Structures: These are buildings, monuments and other great
achievements created by the human race. These are not things like
Magellan's Expedition or the Apollo Program. Those are Projects. There are
various levels of status for Man-Made
Structures that will be listed below. The effects of Man-Made
Structures changes over time and its effects can, if it isn’t of
enough status, disappear. Man-Made Structures Status Chart
Level: Various levels of structures with Ordinary being the lowest level and Grand Wonder the highest. In order to build anything beyond Ordinary level the player must invest extra resources into its construction. Base % Chance:
This represents the chance of building a type of structure with just
the minimal amount extra put into construction of the Man-Made
Structures. The
minimal extra is 100.01% times the standard cost, rounded up to the
nearest integer. If the player wishes to spend more then the chance of a
higher level increases at the expense of the Ordinary
level. The “Wonder”
levels double in chance every 1% for a maximum of 50% extra at which
point it equals Max % Chance
column. Max % Chance:
This is the absolute highest possibility of creating a certain
“Wonder” level (with the exception of the character model getting
involved). The player
must spend 150% of the normal cost of a structure to get the chance. Any additional money is wasted.
This is so that it allows players to create grander structures
while still keeping game balance by not having tons of wonders. This
also represents how things are viewed in reality.
Just because something is grander doesn’t mean everyone will
think it is extremely wonderful.
Also spending more money doesn’t always increase the chance
of a more artistic design. Max Length of Effects:
This is the length of time the structure adds bonuses to the area (the
area can vary). The
numbers represent the levels from Immediate to Extremely
Long-Range. These
ranges will be discussed below. Length of Effect Multiplier:
The Length of Effect Levels is in turns. This column represents how long each one is multiplied by in
turns. This, too, will be
explained below. 2.2
Natural Structures: Natural Structures are creations of nature known
for their size, beauty or power.
They are much more rare than Man-Made
Structures that can be almost constantly built. Instead, when a map is created Natural Structures are randomly placed around the map in appropriate
locations. These places
will be hidden from the player and computer civs until several turns
after conquering and holding that square.
Also social conditions must be favorable for this to happen
otherwise people will overlook it if they have the idea “man must
dominate nature.” Just
as in Man-Made Structures there are various levels for
Natural Structures, though not as many. Natural Structures
Status Chart
Level: Various levels of Natural Structures with Achievement being the lowest and Wonder the highest. Number Appearing: This is the ratio for determining how many Natural Structures are on a particular world based on the total number of tiles. This is to keep things balanced regardless of the map size. If there is any extra tiles that don’t equal another Natural Structure then those tiles are disregarded. This ratio is based on the standard tile size of 100x100km. Effect Multiplier:
This is how much the relative effects of the Natural
Structure’s Effects on the area are multiplied by.
This will be explained in more detail below. 2.3 Projects are revolutionary or extraordinary events, ideas or creations that reshape the way we think of certain things or enormous feats that were previously never done because it was considered to risky. Unlike any other type of achievement, many Projects require international help do to either the sheer size of the tasks or the very nature of the Projects themselves. A few, such as being the first to circumnavigate the globe, could be done by only one nation though. Projects Status Chart
Min % Failure:
This is the absolute best-case scenario of a chance of success in
attempting a given Project.
Neither the player nor Computer AI will know the actual chance
of failure (although they may be able to get the relative, i.e. small
or great) nor the Level.
This is so they can’t do much in the way of number crunching
to get the best results. Some
things that will increase the risk of failure are: spending less
resources, attempting any Project
on your own, adverse social conditions, etc. Base % Chance:
This is the base % chance of whatever Project
is undertaken will be viewed by the populous as.
Several factors will way on the actual percentage.
I’m not sure quite how to do this yet, but social conditions
as well as advertisement and extra resources spent (perhaps this could
be part of the advertising?) so long as its not wasted would yield
better results. The character model will also help/hinder on this account. Max % Chance:
This is the absolute highest possibility of creating a certain level
of Project (with the
exception of the character model getting involved). In order to have this high of level the project cannot be a
secret and has to have other nations and corporations involved as well
some, if not all of the things mentioned in Base
% Chance. Max Length of Effects: This is the length of time the structure adds bonuses to the area (the area can vary). The numbers represent the levels from Immediate to Extremely Long-Range. These ranges will be discussed below. Length of Effect Multiplier:
The Length of Effect Levels is in turns. This column represents how long each one is multiplied by in
turns. This, too, will be
explained below. 2.4 Items are similar in effect to Man-Made Structures, however there is a key difference. Items are easily portable, Man-Made Structures, are well self-explanatory. There are other smaller differences, but that is the key point. Right now I’m not sure if this model should handle Items or if it should be left to the character model. The reason I’m putting it here is because the same basic principles that govern the creation and use of Man-Made Structures do so also with Items. Most (about 90% I’m thinking) of Items will be related to one of the Arts. The others will be historic or have other purposes. Also about 30-60% will be religious in origin. Also Items can be stolen or bought (however at set prices, varying on inflation). Items Chart
Level: Various levels of what an item can be from Achievement at the bottom to Relic status at the top. These represent the different levels of importance to the populous. Something like the Excalibur would be more important Hope Diamond. The player cannot directly control items. That is probably the only other major difference between Items and Man-Made Structures. Min % Chance:
The lowest chance per level of the importance the creation of a
certain Item has. The
character model and the social structure of your civilization (which
will also affect the type of Item produced as well if any) will mostly
affect this. Max % Chance:
The greatest chance of a level of status for an Item
without the character model getting involved.
Because of the character model’s significance in this area
the higher-level status Items,
like Relics, aren’t as great a chance of occurring as lower levels. Base % Creation:
This represents the base, not minimum, chance of creation of an Item.
Again this doesn’t show the percentages if the character
model is involved. Other
things that can modify this are basically social conditions as well as
resources put into the Arts by the government. Max Length of Effects: This is the length of time an Item adds bonuses to the area (the area can vary). The numbers represent the levels from Immediate to Extremely Long Range. These ranges will be discussed below. 2.5 - Ruins are more of a sub-model of both Man-Made Structures and Items, but have enough importance and differences to be places here. Ruins are things lost to time and rediscovered later. Like Natural Structures these will be placed around the map at the beginning of the game. However, in order to discover them it must be at least 1000 ACE and the civ must have a high enough level of Archeology basic tech. Also Ruins can be entire villages or cities and not just a single item. They can appear on there own tiles or on tiles with cites already on them. Ruins Chart
Level:
Various levels for Ruins.
I’m tired of thinking up cool names for them right now so
don’t bug me about the Level
names. Number Appearing: This is the ratio for determining how many Ruins are on a particular world based on the total number of continental tiles. Continental tiles are any land tiles as well as tiles on the continental shelf. This is to keep things balanced regardless of the map size. If there is any extra tiles that don’t equal another Ruin then those tiles are disregarded. This ratio is based on the standard tile size of 100x100km. For the math I simply used the Natural Structures model of ratios multiplied by .35. 3.0 Effects of these
models vary a whole lot so I will just list the general effects. •
Tourism 3.1
Multiplier Factor is used to show the changes over time the various
types of wonders and achievements have on the world. There are 5 levels, though not all wonders or achievements
will reach level 5. T
represents the time factor of multiplication in the models above. •
Level 1 - Immediate (0 Turns, i.e. that turn) To see previous discussion about this topic, click here) |
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