Author Topic: Multiple different types of citizens in one city  (Read 4503 times)

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Offline Flygon

Multiple different types of citizens in one city
« on: October 02, 2012, 10:29:34 AM »
Okay, I just KNOW this'd never get implemented, but Kilkakon and I think it'd be a pretty good idea to record the concept. 8)

The idea is simple... bases can have multiple different types of different workers inside them, each assigned to the different types of citizen the nationality on the base. For example, a Hive base recently taken over by the Peacekeepers that has had population growth, would have a visible mix of Hive and Peacekeeper citizens. Additionally, this concept could be extended to Peace Treaties and Pact Brotherhoods, to represent the mixing of citizenships between the allied factions/nationalities, relative to how close the cities of each faction/nationality neighbour each other.

Of course, the concept could also be expanded in the base-game with regards to the Aliens, assuming a system where you can disable the Alien cities pod-dropping every time you capture them (and vice versa)... in hindsight, this might be why they pod-drop. ;lol

This would also be useful for user-mods, where there'd be multiple different species inside the game (and having just two citizen sets most certainly doesn't work), this applies to Kilkakon's Lost Eden mod, and one I keep picking up and giving up on sporadically. I imagine this'd enhance other modder's abilities to modify the game, also.

Offline Kilkakon

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Re: Multiple different types of citizens in one city
« Reply #1 on: October 02, 2012, 10:32:52 AM »
A sister problem to this is how the sex of the citizens changes randomly in a city. I was going to use the two sexes as two different species but having people change species randomly is a bit strange. Perhaps fixing that and then expanding it to include other races/species is the way to go? :)

But yes, do want. :D

Offline Buster's Uncle

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Re: Multiple different types of citizens in one city
« Reply #2 on: October 02, 2012, 12:32:51 PM »
I wouldn't think that would be too hard to code, if one could do that scient stuff at all...

You know doing anything with race is asking for trouble though, don't you?

Offline Flygon

Re: Multiple different types of citizens in one city
« Reply #3 on: October 03, 2012, 02:58:27 AM »
You know doing anything with race is asking for trouble though, don't you?
We'll avoid colonial era Britian mods.

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Re: Multiple different types of citizens in one city
« Reply #4 on: October 03, 2012, 03:25:07 AM »
Not to be guilty of the kind of thing I'm talking about, but I get the distinct impression from a lot of sources, including personal interaction, that white Aussies aren't --- not at all so much that they're racist, but that they don't get that it's an unfair world, and these things matter to a lot of people.

Just saying that what you propose is potentially very dicey, so tread carefully and listen well if anyone raises specific issues.

...

Now, a bit we can work on now is to begin designing what a tiny headshot of the prototypical citizen of each faction would look like - we've got the graphical skill among us to spare. 

Finding a way to get it coded is another matter, but I do think it would be simple for someone savy enough to run down the necessary section in the .exe.  I'll have to Skype scient the link to this thread as soon as I post.  He ain't gonna do it anytime soon, but what the heck.

Offline Kilkakon

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Re: Multiple different types of citizens in one city
« Reply #5 on: October 03, 2012, 03:49:14 AM »
It's true we are pretty multicultural I suppose. Hard to say as I am pretty different from the norm...

Even so, race needn't be as much of a factor as say, clothing.

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Re: Multiple different types of citizens in one city
« Reply #6 on: October 03, 2012, 04:17:46 AM »
Just recognize that it could be a third rail the second someone reads some meaning into something you did.

Now, about those worker designs...

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Re: Multiple different types of citizens in one city
« Reply #7 on: October 03, 2012, 04:14:24 PM »
So, when I sent scient the link, I said "...We'd work you full-time if you would let us..."

scient replies:
Quote
haha I wish I could do smac modding as job :x
I think I know general location in code for citizens
when I was working on something else
let me see if later tonight I can poke around

So that's not a promise, just a maybe, but  :danc: :danc: :danc: :danc: :danc:

Offline Kilkakon

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Re: Multiple different types of citizens in one city
« Reply #8 on: October 03, 2012, 04:24:56 PM »
Sweet a tangible reply! Let us savour this moment... ;nuke;

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Re: Multiple different types of citizens in one city
« Reply #9 on: October 03, 2012, 04:41:34 PM »
..I asked him about the previous thing again, while I had his attention.  No reply yet.

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Re: Multiple different types of citizens in one city
« Reply #10 on: October 03, 2012, 04:46:44 PM »
One POSITIVE thing about the race angle coming into it that we totally should do?

The workers in place are all white.  That ain't what the world really looks like, and non-whites DO notice crap like that where us pale types almost never do.

Offline Kilkakon

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Re: Multiple different types of citizens in one city
« Reply #11 on: October 04, 2012, 05:39:23 AM »
Yeah. :) Equality is equality after all.

One thing I can point out is that Civ 3 does this, well I can't remember if they do skin colour but they do have citizen clothing based off faction (so if they defect to you, they keep their current clothes on).

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Re: Multiple different types of citizens in one city
« Reply #12 on: October 04, 2012, 05:48:44 AM »
Not like in Lost Eden at all then.  ;rotflmao

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Re: Multiple different types of citizens in one city
« Reply #13 on: October 04, 2012, 05:55:25 AM »
Haha that's right! And because of the random sex bug they are all identical...

Offline Buster's Uncle

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Re: Multiple different types of citizens in one city
« Reply #14 on: October 04, 2012, 05:58:41 AM »
Because of the random sex bug they leave the pants at home, so no one will miss the show.   ;lol

 

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