Thrive Odyssey Research and Enrichment Center

I am scared of being able to actually fail again lol


but anyways i think this system can be good but i definitely need more time to think about it

the only thing i worry about is if these mechanics might make the game too complex as the old system all of the complexities were really just optional but i think a proper round could help to see how these systems could play out

i do wonder how we are going to be able to migrate from the old system to the new one

Yeah, the reason the proto-round took so long was because of all the reform that came from redesigning mechanics and civs. To get back on track, I think I’ll post the latest round, but updated with the new mechanics (some things will have to be estimated and handwaved, like resources). Then, people can post their actions and everything else should just fall in place.

Funniest thing I’ve ever seen. Thomas’ engine? Teletubbies Treaty ending in bloodshed? :rofl:

I’ll read it when I have more time. I need to test out my Valve Index.

I read this… Honestly, i like this. Maybe, because it is looking like Stellaris, which i started to play resently.
In analogy with Stellaris and, possibly, other Paradox’s games, i would add different departments of researches to research some technologies at one moment. With it I think, will be interesting to create mechanic of ambassadors. They can improve/do worse relations, steal/share technologies, represent the interests of country in various arrangements, doing more diplomatic weight and many other things

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The problem with this is that it contradicts the way we have played where some players can keep their techs or traits secret for a while. I do like the idea of globally sharing tech however as it somewhat represents the concept of diffusion. I have an idea for future games : all players would generate x Idea points depending on their type of government. Those idea points are stored into a shared bank managed by the Grand Master of the Future Games. Each player can spend some of those points to create their own technologies with a limit, of course. It’d make future games more like a kind of “hostile cooperation” game.


Also, since that school will start again soon, maybe we can spend our free time on rethinking the gameplay and testing it out in this thread?


Milestone

I have heard of the sweet Evolushop idea and it sounds great for all three stages. Let’s rename it for “Odyssey Shop” or “Odysseypedia”…

Odysseypedia

Database with content that is contributed by all players. We define what’s in the database. It could prove useful for future games.

Categories:

  • Art
  • Discovery
  • Food & drink
  • Materials
  • Media
  • Society
  • Technology
  • Tools
  • Weapons

I’ve noticed one thing : each category has resources and ways to use them. For instance, if art starts with dyes (resource), one can use those for painting (exploitation).

Art (resources) ----> Art (means)
Discovery (resources) ----> Science, Technology (means)
Science, Technology (resource) ----> Discovery (resource) /*Discovery is always a resource*/
Technology (resource) ----> Science (means)
Science (resource) ----> Engineering (means)

We just discovered a cycle, but let’s re-define some concepts.

Technology (resource) <----> Engineering (means)
Discovery (resource) <----> Science (means)

Technology  ↔  Engineering
    ↕             ↕
Discovery   ↔  Science
  • Art
  • Discovery, Engineering, Science & Tech (Weapons, Tools, Materials)
  • Food & drink
  • Media (e.g. writing, books, etc.)
  • Society
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Yeah, I guess to start you off, you need to choose if you want to make your own civilization, or take over an existing one. To make your own civilization, give me your starting location, your archetype, your leader’s name and, if you want, your backstory, sort of like a mini-history to help me pick out appropriate starting tech. As a reference, you’ll be about as advanced as Gotor, so you can check out his civ to get an idea.

Alternatively, you can instead take over an available civ. The listings are as follows:

Player Civs

  • Etxe (Formerly Pentaphon’s civ before they left)
  • Hellenes (Formerly yp364’s civ before they left)
  • Wilhenks (Maybe) (I actually don’t remember if PositiveTower left, but I’m putting Wilhenks here just in case)
  • Canada (Formerly Zenzonegaming’s civ before they left, but it was very recent so they might come back)

Personnally, for the player civs, I would choose either the first or the second, but it’s really up to you.

NPC Civs

  • Persia (Very militaristic, 8 cities I think, if you pick them I’ll have to dig through the rounds to give more accurate information)
  • Scandinavia (I think?) (Raiders, big navy, soil isn’t the best for farming so they go on raids and attack other nations for resources)
  • Indus (Traders of the Indus Valley, they have diamonds)
  • Joseon (A civilization of the Korean peninsula, I don’t remember their archetype, but I think they were very diplomatic and cultured. I’d have to dig deeper into the rounds)
  • Inca (Technically secret, no one has discovered them yet, but they’re a mighty empire. Mighty in what way? Find out if you pick them!)

I decided not to include NPCs that are already federated, haven’t really been discovered yet (Such as the different African empires) or are in the middle of a certain conflict I will not name so that you aren’t thrusted into politics as soon as you start. I hope this helps.

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Wait, so Pigeon didn’t find them yet?

wow!
thx for the help!
I read all the options, and it turns out that I have a slightly different style (after a number of Humankin-Lucy and Stellaric games) that I run very passively non-diplomat-seeking.
The closest thing I wanted was the Inca: very interesting, and also from my story and the direction I really want. But I do not know if it really fits my style, because I do not know how powerful it is.
After thinking, I think I can combine the inca and create something new (I think it’s still creating a new civilization), so here’s:

Something

Name: Qruxtaz
Location: Nahuel Huapi Lake, Patagonia
Archetype: Defender
Leader name: Raqrix yus ixtal
Background Story:
Refugees of the Inca Empire after ancient destruction wandered for generations, persecuted by them until they found refuge in Patagonia and settled there, but for fear of being persecuted in the stories, they had to live in fear and specialized in defense tactics to maintain the peace they found from ancient destruction.

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The new Eldorado from Candide?

iirc, Pigron heard of them but hasn’t personally discovered them. It’s been so long though and I haven’t really bothered checking, but it shouldn’t matter too much

wait so I have a question
what will happen to the advanced stuff like guns that got unlocked by civs?

I’ll try to keep as much of everything as I can, but if it causes balancing issues, I might revoke some tech. Guns should be fine, but it will really be a case by case situation.

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Anyway, we need to revise our new mechanics and test them out with examples in this thread. Maybe we can continue with the ‘Thomas Engine’ example?

I still can’t believe that name was chosen seriously! XD

Another thing, maybe techs would need a set amount of years to be developped depending on how advanced it is. Also, maybe time should increase by only 1 year every turn and therefore make rounds smaller (and more realistic)?

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I would rather have tech always arrive at the same time for the sake of fairness, and also because if it didn’t it would get really hard to track really quickly and you wouldn’t be able to get anything done at some point. Also, advancing yearly sounds tedious for the period you guys are in, but we might get to that point eventually. Right now, in medieval times, life was uneventful and discoveries weren’t being made yearly.

Also, I would rather abandon Thomas the Tank Engine and work on the real round, as that would be more productive, but who knows, Thomas might one day make an appearance :wink:

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So would my steam engine be taken away

i think that guns, and everything past should be taken away. and if not guns, then everything past it. we went way to fast and i didnt really have time to roleplay much, as i had to try and catch up.

Also, how do you plan to manage snowballing, which was a problem in the previous version?

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To counter mass expansion and snowballing, I’ve already limited max actions to 6, and diversified the ways to get them so you don’t get too powerful too quickly from expanding. So while someone’s population might increase a lot if they invest in their cities, someone else might take the upper hand and become technologically superior by instead investing in tech, so spamming cities isn’t the meta anymore.

I do think taking away the steam engine and guns could be a good start, but like I said, I’ll analyze every civ’s stat and make these decisions individually, in the interest of fairness, while keeping the game fun and engaging.

Also, will organized democracy be prevented? I feel like democracy might not be useful for now as our population is quite low. Isn’t democracy supposed to be maintained and therefore take jobs away?

and holy crap 24 post in the misc thread? what happened?

@OmnipotentFNarr do you have a complete list of the archetypes you want to include? if not, i can
A. help with making/adding to it and
B. help determine what each of them does.

Actually, I’ve been making archetypes on the fly, managing bonuses and changing them up however I see fit. I think a hard list might help though.

I was thinking of making a wiki post with an editable list of archetypes, their description and their bonuses (but I forgot how lol)

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