|
Chris
Beatrice on Zeus,
part 2
ARR:
How will "building colonies" be implemented?
Chris
Beatrice: That's another one that's tough to answer simply,
without first establishing some basic understanding of how
Zeus scenarios differ from those in Caesar III and Pharaoh
(this pertains to question 7 below as well). In Caesar III
and Pharaoh, as you know, a "mission" involved developing
a single city from the ground up to completion, and achieving
certain goals with that city in order to win. A "campaign"
(there was really only one campaign in each game) was a series
of these missions (i.e. cities) strung together to form a
larger whole. In Zeus, a campaign (we're calling them "adventures",
at least for now) involves the creation of a single parent
city, and one or more colonies - known collectively as a city-state
or "polis". A "mission" is really just one of the goals (which
can be relatively minor) you'll have to achieve as you develop
this little empire. Mission goals can be things like achieving
quests, slaying mythical beasts, making allies, establishing
colonies, and so forth. When you achieve a mission goal, you
go on to the next mission, but that doesn't mean going on
to another city. It may mean picking a location and setting
up a colony, or it may mean returning to the parent-city from
a colony, or it may mean staying in the parent-city and developing
it further.
So,
to answer your question, a colony is one of several cities
that comprise the player's city-state or "polis". Each campaign
normally provides a number of viable locations on which the
player can establish colonies. As the player moves through
a campaign, achieving certain goals, s/he'll be given the
opportunity to temporarily leave the parent-city in order
to establish a colony. S/he can choose from any of the viable
locations, at which point play moves to the city level at
that location. The player then builds the colony as a standard
(though smaller and less robust) city, while interacting with
his own parent-city on the world level (asking for supplies,
sending resources, and so forth). When the colony is up and
running, play returns to the parent-city, and now the player
can interact with the colony s/he's established. When it's
time to establish another colony, the player chooses from
the remaining viable locations, and so on.
Colonies
are crucial for a number of reasons, the most obvious of which
is to provide a steady supply of resources, allowing the player's
polis to be largely self-sufficient (or at least allowing
the player to blow off an ally if s/he wants to!).
Next
page - history v fantasy
|