User:Legion/Testing/Game ideas/European colonization: Difference between revisions

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* Game would involve establishing European colony in a random map generated through either of two random map modes:
This is list of game ideas for a game involving colonizing lands.
 
=== Colonizers ===
Players can choose to form teams representing any of the colonizers:
* English (pre-1707)/British (post-1707)
** Pre-industrial era bonuses: For grain-based agriculture, navy, trade, factories and production tech during late pre-industrial era (after 1700). Better relation with Portugal in Europe, no wars possible between them (except for 1580-1640), both countries give preference for each other's goods. Increased immigration to colonies.
** Industrial era bonuses: For factories and industrial tech research in early and mid-industrial era (before 1870). Also possesses navy bonus for first half of industrial era though it become less pronounced in late industrial era but still significant. Better relation with France in Europe after 1900, no war possible between them after that date, both countries give preference for each other's goods.
* French
** Pre-industrial era bonuses: For fur production and army. Better relation with Spain in Europe after 1700, no war possible between them after that date, both countries give preference for each other's goods. Better relations with natives.
** Industrial era bonuses: Better relation with Britain in Europe after 1900, no war possible between them after that date, both countries give preference for each other's goods.
* Dutch
** Pre-industrial era bonuses: For sugar production, trade, navy.
** Industrial era bonuses:
* Spanish
** Pre-industrial era bonuses: For precious metal (gold and diamonds) production, sugar production. Bonuses for navy, become less pronounced after 1700 but still significant, decline relative to British navy bonus. Stronger fortification bonus, Spanish colonies more difficult to be seized by enemies. Better relation with France in Europe after 1700, no war possible between them after that date, both countries give preference for each other's goods.
** Industrial era bonuses:
* Portuguese
** Pre-industrial era bonuses: For sugar, precious metals (gold and diamonds) and tropical wood production. Better relation with England/Britain in Europe, no wars possible between them (except for 1580-1640), both countries give preference for each other's goods.
** Industrial era bonuses: Better relation with Britain in Europe, no war possible between them, both countries give preference for each other's goods.
 
=== Random maps ===
*Game would be played in a random map generated through either of two random map modes:
** Caribbean map that would generate random islands in tropical climate. Generally good for growing crops suitable for tropical climate such as sugarcanes, tobacco, coffee, and so on.
** Caribbean map that would generate random islands in tropical climate. Generally good for growing crops suitable for tropical climate such as sugarcanes, tobacco, coffee, and so on.
** New World map that would generate random map similar to North America. Generally good for growing crops like grains and some other crops. Are generally plentiful in fishes and timber. Also good for metal production such as coal and iron.
** New World map that would generate random map similar to North America. Generally good for growing crops like grains and some other crops. Are generally plentiful in fishes and timber. Also good for metal production such as coal and iron.
=== Time modes ===
* Colonization game may take start in one of two time modes, pre-industrial (1492-1836) or industrial (1836-1936). Those time modes determines tech level (which in turn affects efficiency of raw material production as well facility producing finished goods), type of resources/finished goods that can be produced and the kind of facilities that can be used.
* Colonization game may take start in one of two time modes, pre-industrial (1492-1836) or industrial (1836-1936). Those time modes determines tech level (which in turn affects efficiency of raw material production as well facility producing finished goods), type of resources/finished goods that can be produced and the kind of facilities that can be used.
** Pre-industrial: At start of game, colonies tend to start with almost nothing as they were only established.  
 
***Facilities/factories producing finished goods are more primitive, more expensive, their efficiency and output is relatively low compared to industrial period. Requirement for input for such facilities are relatively high because of low inefficiency. Can improve efficiency and output with researching tech by 1700 and beyond.
== Pre-Industrial era (1492-1836) ===
***Production of raw materials like cottons, sugarcanes, timbers, and so on are less efficient relative to industrial era. Can research techs to improve efficiency for agricultural production starting around 1660 and for non-agricultural raw goods production around 1760. They also require higher amount of farmers/laborers at the beginning.
* At start of game, colonies tend to start with almost nothing as they were only established.  
***Trade level are relatively low compared to industrial era. Shipbuilding and cash crops like sugar and tea tends to have higher demand in Europe.
**Facilities/factories producing finished goods are more primitive, more expensive, their efficiency and output is relatively low compared to industrial period. Requirement for input for such facilities are relatively high because of low inefficiency. Can improve efficiency and output with researching tech by 1700 and beyond.
***Colonies are also more vulnerable to piracy that may affect their trade with Europe and to some extent their production, unlike in industrial era. They are also more vulnerable to wars in Europe that may break out from time to time, where it could be easily blockaded by enemy navies depending on their country's naval situation and could be also seized by enemy colonists and/or enemy troops from Europe. Building fortifications in colonies are more expensive than in industrial era, making it harder to fortify ALL of colonies. There is random chance for colony occupied by enemy may be ceded to them as part of peace treaty and added to their own colonies or given back to rightful owner at end of war.
**Production of raw materials like cottons, sugarcanes, timbers, and so on are less efficient relative to industrial era. Can research techs to improve efficiency for agricultural production starting around 1660 and for non-agricultural raw goods production around 1760. They also require higher amount of farmers/laborers at the beginning.
** Industrial: At start of game, colonies tend to start with some non-factory facilities such as warehouse and dock, to name a few.
**Trade level are relatively low compared to industrial era. Shipbuilding and cash crops like sugar and tea tends to have higher demand in Europe.
*** Factories producing finished goods from raw materials are more advanced than in pre-industrial era, less expensive, their efficiency and output is better (and can be improved with by researching certain techs that are unlocked by beginning of each decade). Have much lower requirement for input (and can be lowered further with certain tech researched). Efficiency for factories can also be increased by assigning clerks and capitalists to it. Requires craftsmen to staff it. Cement and machine parts are also necessary for factory maintenance.
**Colonies are vulnerable to piracy that may affect their trade with Europe and to some extent their production, unlike in industrial era. Frequency and effects of piracy become less apparent over time, most noticeably after 1760.
*** Factories at beginning of industrial era can now manufacture goods like machine parts, cement, steel, and so on. Certain factories producing goods like radio, telephone, electric gear are unlocked by researching certain techs that become available over time.
**Colonies are more vulnerable to wars in Europe that may break out from time to time, where it could be easily blockaded by enemy navies depending on their country's naval situation and could be also seized by enemy colonists and/or enemy troops from Europe. Building fortifications in colonies are more expensive than in industrial era, making it harder to fortify ALL of colonies. There is random chance for colony occupied by enemy may be ceded to them as part of peace treaty and added to their own colonies or given back to rightful owner at end of war.
*** Artisans, who produces goods at their workshops tends to produce better quality goods at lower cost and for better prices than factories at the beginning of industrial era. However, as factories become more efficient over time and are able to produce more goods at lower input costs and those factory-produced goods become far more affordable, artisans are increasingly unable to compete with factories.
 
*** Production of raw materials are more efficient relative to pre-industrial era at farms and mines. Their efficiency and output can be increased by researching certain techs that are unlocked at beginning of each decade. They require slightly less laborers/farmers at beginning of industrial era than do in pre-industrial era but this requirement is reduced as production become more efficient over time, freeing up more labor for factories. Their efficiency can be increased by assigning aristocrats to them.
== Industrial era (1836-1936)==
*** Certain raw resources not available in pre-industrial era are now available such as rubber and sulphur. Some industrial raw materials are also unlocked over time such as oil.
* At start of game, colonies tend to start with some non-factory facilities such as warehouse and dock, to name a few.
*** Trade level are a bit higher at beginning of industrial era compared to pre-industrial era. Industrializing Europe tends to demand more iron, steel, fabrics, cotton, and so on.
** Factories producing finished goods from raw materials are more advanced than in pre-industrial era, less expensive, their efficiency and output is better (and can be improved with by researching certain techs that are unlocked by beginning of each decade). Have much lower requirement for input (and can be lowered further with certain tech researched). Efficiency for factories can also be increased by assigning clerks and capitalists to it. Requires craftsmen to staff it. Cement and machine parts are also necessary for factory maintenance.
*** Piracy no longer exists and thus colonies are no longer at danger. Wars in Europe are also now more often confined to its proper and rarely involves enemies seizing the colonies, unless a Great War breaks out (can only happen after 1900). Colonies are better fortified at beginning of game, making sieges longer and harder to seize.
** Factories at beginning of industrial era can now manufacture goods like machine parts, cement, steel, and so on. Certain factories producing goods like radio, telephone, electric gear are unlocked by researching certain techs that become available over time.
** Artisans, who produces goods at their workshops tends to produce better quality goods at lower cost and for better prices than factories at the beginning of industrial era. However, as factories become more efficient over time and are able to produce more goods at lower input costs and those factory-produced goods become far more affordable, artisans are increasingly unable to compete with factories.
** Production of raw materials are more efficient relative to pre-industrial era at farms and mines. Their efficiency and output can be increased by researching certain techs that are unlocked at beginning of each decade. They require slightly less laborers/farmers at beginning of industrial era than do in pre-industrial era but this requirement is reduced as production become more efficient over time, freeing up more labor for factories. Their efficiency can be increased by assigning aristocrats to them.
** Certain raw resources not available in pre-industrial era are now available such as rubber and sulphur. Some industrial raw materials are also unlocked over time such as oil.
** Trade level are a bit higher at beginning of industrial era compared to pre-industrial era. Industrializing Europe tends to demand more iron, steel, fabrics, cotton, and so on.
** Piracy no longer exists and thus colonies are no longer at danger. Wars in Europe are also now more often confined to its proper and rarely involves enemies seizing the colonies, unless a Great War breaks out (can only happen after 1900). Colonies are better fortified at beginning of game, making sieges longer and harder to seize.

Revision as of 00:52, 10 March 2013

This is list of game ideas for a game involving colonizing lands.

Colonizers

Players can choose to form teams representing any of the colonizers:

  • English (pre-1707)/British (post-1707)
    • Pre-industrial era bonuses: For grain-based agriculture, navy, trade, factories and production tech during late pre-industrial era (after 1700). Better relation with Portugal in Europe, no wars possible between them (except for 1580-1640), both countries give preference for each other's goods. Increased immigration to colonies.
    • Industrial era bonuses: For factories and industrial tech research in early and mid-industrial era (before 1870). Also possesses navy bonus for first half of industrial era though it become less pronounced in late industrial era but still significant. Better relation with France in Europe after 1900, no war possible between them after that date, both countries give preference for each other's goods.
  • French
    • Pre-industrial era bonuses: For fur production and army. Better relation with Spain in Europe after 1700, no war possible between them after that date, both countries give preference for each other's goods. Better relations with natives.
    • Industrial era bonuses: Better relation with Britain in Europe after 1900, no war possible between them after that date, both countries give preference for each other's goods.
  • Dutch
    • Pre-industrial era bonuses: For sugar production, trade, navy.
    • Industrial era bonuses:
  • Spanish
    • Pre-industrial era bonuses: For precious metal (gold and diamonds) production, sugar production. Bonuses for navy, become less pronounced after 1700 but still significant, decline relative to British navy bonus. Stronger fortification bonus, Spanish colonies more difficult to be seized by enemies. Better relation with France in Europe after 1700, no war possible between them after that date, both countries give preference for each other's goods.
    • Industrial era bonuses:
  • Portuguese
    • Pre-industrial era bonuses: For sugar, precious metals (gold and diamonds) and tropical wood production. Better relation with England/Britain in Europe, no wars possible between them (except for 1580-1640), both countries give preference for each other's goods.
    • Industrial era bonuses: Better relation with Britain in Europe, no war possible between them, both countries give preference for each other's goods.

Random maps

  • Game would be played in a random map generated through either of two random map modes:
    • Caribbean map that would generate random islands in tropical climate. Generally good for growing crops suitable for tropical climate such as sugarcanes, tobacco, coffee, and so on.
    • New World map that would generate random map similar to North America. Generally good for growing crops like grains and some other crops. Are generally plentiful in fishes and timber. Also good for metal production such as coal and iron.

Time modes

  • Colonization game may take start in one of two time modes, pre-industrial (1492-1836) or industrial (1836-1936). Those time modes determines tech level (which in turn affects efficiency of raw material production as well facility producing finished goods), type of resources/finished goods that can be produced and the kind of facilities that can be used.

Pre-Industrial era (1492-1836) =

  • At start of game, colonies tend to start with almost nothing as they were only established.
    • Facilities/factories producing finished goods are more primitive, more expensive, their efficiency and output is relatively low compared to industrial period. Requirement for input for such facilities are relatively high because of low inefficiency. Can improve efficiency and output with researching tech by 1700 and beyond.
    • Production of raw materials like cottons, sugarcanes, timbers, and so on are less efficient relative to industrial era. Can research techs to improve efficiency for agricultural production starting around 1660 and for non-agricultural raw goods production around 1760. They also require higher amount of farmers/laborers at the beginning.
    • Trade level are relatively low compared to industrial era. Shipbuilding and cash crops like sugar and tea tends to have higher demand in Europe.
    • Colonies are vulnerable to piracy that may affect their trade with Europe and to some extent their production, unlike in industrial era. Frequency and effects of piracy become less apparent over time, most noticeably after 1760.
    • Colonies are more vulnerable to wars in Europe that may break out from time to time, where it could be easily blockaded by enemy navies depending on their country's naval situation and could be also seized by enemy colonists and/or enemy troops from Europe. Building fortifications in colonies are more expensive than in industrial era, making it harder to fortify ALL of colonies. There is random chance for colony occupied by enemy may be ceded to them as part of peace treaty and added to their own colonies or given back to rightful owner at end of war.

Industrial era (1836-1936)

  • At start of game, colonies tend to start with some non-factory facilities such as warehouse and dock, to name a few.
    • Factories producing finished goods from raw materials are more advanced than in pre-industrial era, less expensive, their efficiency and output is better (and can be improved with by researching certain techs that are unlocked by beginning of each decade). Have much lower requirement for input (and can be lowered further with certain tech researched). Efficiency for factories can also be increased by assigning clerks and capitalists to it. Requires craftsmen to staff it. Cement and machine parts are also necessary for factory maintenance.
    • Factories at beginning of industrial era can now manufacture goods like machine parts, cement, steel, and so on. Certain factories producing goods like radio, telephone, electric gear are unlocked by researching certain techs that become available over time.
    • Artisans, who produces goods at their workshops tends to produce better quality goods at lower cost and for better prices than factories at the beginning of industrial era. However, as factories become more efficient over time and are able to produce more goods at lower input costs and those factory-produced goods become far more affordable, artisans are increasingly unable to compete with factories.
    • Production of raw materials are more efficient relative to pre-industrial era at farms and mines. Their efficiency and output can be increased by researching certain techs that are unlocked at beginning of each decade. They require slightly less laborers/farmers at beginning of industrial era than do in pre-industrial era but this requirement is reduced as production become more efficient over time, freeing up more labor for factories. Their efficiency can be increased by assigning aristocrats to them.
    • Certain raw resources not available in pre-industrial era are now available such as rubber and sulphur. Some industrial raw materials are also unlocked over time such as oil.
    • Trade level are a bit higher at beginning of industrial era compared to pre-industrial era. Industrializing Europe tends to demand more iron, steel, fabrics, cotton, and so on.
    • Piracy no longer exists and thus colonies are no longer at danger. Wars in Europe are also now more often confined to its proper and rarely involves enemies seizing the colonies, unless a Great War breaks out (can only happen after 1900). Colonies are better fortified at beginning of game, making sieges longer and harder to seize.