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Minor Nations ideas thread

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5 years ago
Mar 8, 2020, 5:29:37 PM

Would the minor nation-states be added to the game?

I have an idea of four kinds of nation-states and all can coexist(yes, I understand my ideas are unbalanced):

  1. Emergent contender-states: after all Major Players chose their cultures some tribes(0-3 based on the map size and player count) will be assigned leftover cultures and once some player is destroyed they take the spot. 

    Boost: They gain bonus fame for each era as a Major

    Debuff: Either can't expand or have strong limitations to expansion. Before becoming a Major can't accumulate fame..

  2. Settled minor cultures: states with dedicated culture that, just like №1, can't expand or have strong limitations to expansion. Appear once every player has settled or in the beginning of an era. Those will change cultures only if preset exsts.

    Boost: Have their own unique bonuses. Majors can get boosts from those cultures just like with Majors.

    Debuff: Either can't expand or have strong limitations to expansion. Can't accumulate fame. Pretty limited path. Buffs are weaker.

    Examples: (All players enter Bronze age)Colchis(Golden Fleece: Bonus to gold/aesthetic) ->In Classical era nothing happens(maybe minor buffs to mountain/hill production or coast farming) -> (All players enter Medieval era) Georgia(IDK Something with wolf or faith: Bonus to military units)  -> No change for the rest of the game(maybe minor buffs again). Emblematic Unit: Jigit(whatever-1800-era-called cav unit)

    /*unless it's a Classical era culture*/ (All players enter Bronze age) Dacia(IDK some buffs) ->No change for the rest of the game(IDK some other smaller buffs). Emblematic Unit: Dacian Falx(Armour/shield/defence piercing)

    Proto-Serbia-> Serbia

  3. Horde: Hordes/Nomads - pretty self-explanatory. Minor nomadic raider faction that will eventually die off. Early game anti-blobbing equalizer. Attacking stronger factions.

  4. Mercenary/Special states: Religious(if exists) states like Papacy or monastic order like Teutons/Templars/St.John ect... Hashashin, tribes leftover from nomadic era(basically settled minor cultures but with no bonuses), colonial nations that can break away. Maybe even pretender type horde that spawns next to some Major(not hostile to it) and attacks city of some other nation. If succeeds it will do culture mixing but decrease fame.

Obviously my ideas can't change the game anymore but maybe Humankind 2 will do something with it. Any criticism/suggestion welcomed!

Updated 5 years ago.
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5 years ago
Mar 8, 2020, 7:56:56 PM

If minor factions can compete for fame as emergent states, then the player would be motivated to wipe them out while they are still limited to a single region, as opposed to using them for their bonuses and not worrying about having to compete with them. 

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5 years ago
Mar 8, 2020, 9:02:46 PM
grug wrote:

If minor factions can compete for fame as emergent states, then the player would be motivated to wipe them out while they are still limited to a single region, as opposed to using them for their bonuses and not worrying about having to compete with them. 

This problem can be solved, if city-states will have higher chance for revolutions and separating from conqurer. That's even historical - for example, conqured by Russia Finland or conquered by Ottomans Greeece. They declared independence after being a part of an empires.


If city inhabitats will be divided into nations (like in Endless Space 2), it'll be easier to make national revolutions. In this case players should be forced to develop their culture - the way to please or to assimilate other nations.

Updated 5 years ago.
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5 years ago
May 20, 2020, 10:37:10 AM

My thoughts on my past designs:

1)Too hard to balance so they can just be (2) but from the list of main cultures that were not chosen with debuffs and some way to differenciate them from majors; 

Don't see this being implemented in Humankind. Hope that can be an idea/inspiration for Humankind 2.

2)Someone might think of more but I see 2 ways of getting minor's bonuses. Diplomatic or militaristic. One can be simply better than the other so my idea to balance minor's bonuses aquisition are as follows: 

Militaristic: Lower bonuses or debuffs. Debuffs can be revolts/happiness/stability penalty(Shukfir's idea of higher revolts) and/or randomized/preset debuffs for something else. Penilized development of minor.

Diplomatic: Minor can be taken by other nation/influence decays over time. You cannot control minor's actions. Getting lower bonuses.

Don't see this being implemented in Humankind. Hope that can be an idea/inspiration for Humankind 2.

3)Don't see this being implemented in Humankind. Hope that can be an idea/inspiration for Humankind 2 as a mod/custom ruleset/gamemode with special mechanics instead of my initial idea because that was just overpowered civ barbarians. Possible mechanics: a)settling; b)development tree that functions like technology tree but acts as a settlement system that when the horde settles converts to buildings; c)stealing technology/population->unit types. Basically raids but more powerful

4)Maybe second game or major update/expansion. I believe there is a slight chance for this to appear.

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