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# System prepended metadata

title: old stuff from prev team

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# Rough sketch of concept ideas

Project should not only translate the game, but also iterate on its ideas and make them better
First and foremost requirement: **play modern Civ13 for few weeks**
Civ13 has a lot of flawed mechanics in its design:
- **Research**. All research mechanics are dull and boring. Yet research is the main driver of the round progression.
- **Contunuity** of map through ages. Straw huts from stone age that survived into modern history? As well as characters? lol
- **Grindy** for basic mats even in late stages of the game

What should be considered for a remake:

- **AI characters**. NPC factions, merchants and migrating wildlife would allow for even larger maps with different biomes without making it feel empty. NPCs can also drive game's progression.
- **AI followers**. Shift later stages of the game from sole survival rpg into realtime tactical RPG or even RPG/RTS mix. Basically the idea is you can recruit some AI into your faction up to some sane limit and act more like a chieftain or lieutenant than just a simple grunt (on low pop server that would be a bliss, and highpop server would feel like a game of Total War or Mountain Blade)
- **Events**. Not only weather and cataclysms. Add AI into the mixture, like raiders or wandering merchants, packs of wild animals or even something mystical.
- **End-of-era events**. Some NPC-driven story events with huge stakes that must be resolved before current era ends. Thinks Stellaris endgame content.
- **Ruin generation**. A system that withers and destroys everything from previous age, leaving only some interesting buildings (should have a method to decide which building deserves not-so-harsh treatment of time)
- **Chronicles**. A game system that allows players to write time-stamped messages (with pictures) from current round into a persistent storage, which anyone else could later read on some website of sorts. The idea is players could leave some records about previous rounds as immersive chronicles about historical events and places.

Each age is actually a round that derives its initial condition from previous round, round progression goes in chronological order from stone to modern era. Some faction stuff, buildings, books/cave art/stone tablets, items can actually transfer from one era to another. What I see as a neat feature is the ability to bury your belongings in the ground (so you can retrieve them in later eras).
Eras:
 - **Pre-historic.** Hunting, gathering. Not much building, bone/stone/wood/skin crafting and early bronze as endgame. Harsh environment for survival and lack of tools. Develop a tribe and navigate it to victory in bloody war between two strong NPC tribes (which is the endgame of that round).
 - **Antiquity.** Transform your settlement into an empire and ensure the dominance of your culture. Building, farming and complex crafting like smithing, tailoring included. As an endgame, stand against massive outlander horde. Features NPC merchants and mercenaries.
 - **Middle Ages.** Estabilish your kingdom on ashes of the fallen empire. This time, with massive emphasis on Religion. Cleanse your land of heretics in a large Crusade (endgame).
 - **Imperial.** Guns.