The Foundation - Scenario

Asimov style adventure

Greetings all! I know there is a scenarios option listed in the main menu, but is there a list of planned scenarios out there somewhere? 

I had an idea for one as well which I would really enjoy playing. It is a scenario based upon Asimov's Foundation Series, where the player would have a single world (and limited to that single world) that is technologically superior to everyone else in the game, but doesn't have any relationships and the other civilizations start with multiple worlds etc. I feel this would create a very interesting challenge for the players. 

I am kind of imagining a scenario like Civilization's Single-City challenge and Civilization V's Venice civ. Potentially the victory condition would be to have a diplomatic victory where everyone succumbs to your will and you have "Started and Empire" or something. Thoughts?

2,788 views 4 replies
Reply #1 Top

Foundation is my all time favorite sci-fi series!

Reply #2 Top

It is my all time favorite as well. Kudos....

Reply #3 Top

I do not think that under standard GCIII mechanics it will work well (though since diplomacy is still ... negligible ... we'll need to wait and see for that). If the player is restricted to a single world, they will rapidly be outpaced, in technology, in industrial output, and in economy, by every other player on the map unless they start with an absolutely massive lead or unless the other players start with a massive penalty; even if they do start with a sufficiently large lead, the other factions will eventually gain enough military power or cultural influence or some such thing that your world will be overwhelmed.

It could work under a modified ruleset, for example if there were special starbase modules that reduced the output of worlds within their area of effect and granted you an amount of wealth/research/industrial output proportional to the amount taken from the worlds within reach of the starbase, and if cultural influence was modified to do something similar and culture-flipping was disabled (or the threshold for it made astronomically high). That way, you could have your cultural control over nearby areas (similar to the religious control over the Four Kingdoms and some, but not many, of the nearby areas beyond that point), the mixed religion-and-trade control over a region just beyond that, and eventually the purely-economic control further out. I would think that it would be best if the stations could send the diverted industrial output either to your homeworld or to a nearby shipyard rather than always funneling it to your homeworld, or if the stations themselves could act as shipyards and have the 'produce wealth' and 'produce research' options (since you wouldn't be gaining control over the planetary settings). This could alternatively be done with a special shipyard structure and a faction that worlds join as you complete objectives similar to the described stations, with the faction being set up to send you its money and research output while allowing you to order ships through its shipyards, with the triggers for joining the player-slave faction set to the completion of certain reasonable objectives.

Reply #4 Top

^^ I agree that it would not work under standard Gal Civ III rules.

 

However I think it is a really great idea, this sort of asymmetrical gameplay is always super interesting to me, I have certainly played a few Venice games in Civ V and I have no idea if any of you have played any of the Arcen Games strategy games like AI War or The Last Federation but they also do this sort of thing really well. In something like Distant worlds you also have the option to change the relative age, size and tech development of AI empires which can lead to interesting 'many vs. few' style gameplay.

 

If Stardock does not make this an official scenario I think something like this would be a great idea for a mod provided that, as jeoball123 mentioned, the rules were balanced somewhat.