## 3d Reus This is a plan for a 3d reus. ### Reus Analysis An analysis of Reus. So that we can learn from it's mechanics. ### **Tiles** The core layout is of the game world is 2d **tiles** on a circular planet (and hence the **tiles** form a continuous loop). A **tile** may be **wet** or **dry**. Depending on terraforming a **tile** it has a biome: **barren** (the default, **dry**), **forest** (**wet**), **swamp** (**wet**), **desert** (**dry**), **ocean** (depression), **mountain** (elevated). A **tile** may have one **improvement**, **improvements** fall into 4 categories: **plant**, **animal**, **mineral**, and **human** (**villages** or **developments**). Only **villages** create **developments**, and **developments** are the only thing they can create. #### Edit To other: **Improvements** can effect each other with **global**, **village**, **range** or **adjacency** conditions. ### **Villages** When your **prosperity** reaches certain predefined milestones (non-linear progression) a new villager appears. A villager will find the location on the map with the highest potential **prosperity** that has 4 adjacent **tiles** (on which to place the **village**). It will then settle there and create a new **village**. **Villages** change their appearance depending on the biome they appear on. **Villages** can only settle on **forest**, **desert**, and **swamp** biomes. When a **village** first settles it has a **border** width of 8 **tiles**, centered on the **village** (which takes up 4 **tiles**). As the **village**'s **prosperity** increases it's **border** gets wider, any **tile** can be in the **border** of a **village**, but each **tile** may only be within the border of one **village**. ### **Prosperity** and **Resources** There are 3 **resources**: * **Food**: aligned with **forest villages**, primarily provided by **plants** and **animals**. * **Wealth**: aligned with **desert villages**, primarily provided by **animals** and **minerals**. * **Technology**: aligned with **swamp villages**, primarily provided by **minerals** and **plants**. **Prosperity** is the core point system. It is the total of the **prosperity** of all the **villages**. A **village**'s **prosperity** is the total of all of it's **resources**. ### **Improvements**: **Sources** Player created **improvements** come in 3 varieties and are typically called **sources**. Each **source** will provide some amount of **resources** to the **tiles** it effects (typically only the **tile** it is on, except for **animals** and **plant**'s **natura**): * **Plants**: generally provides **food** and/or **technology**. Creates **natura**. * **Animals**: generally provides **food** and/or **wealth**. Creates **danger**. Effects a **range** of tiles centered on it's position (typically radius 2 plus the center **tile**). * **Minerals**: generally provide **wealth** and/or **technology**. *Slightly* affiliated with **awe**. All three **source** types can create **awe**. The specific type of a **source** differs based on the **biome** it was created in. Each **source** type can be created two ways, one for each **resource** type favored by the **source** type (e.g. **plants** can be created as favoring **food** xor **technology**). Each **source** will have different base **resource** values and **symbiosis** effects depending on what **biome** it was created in and the **transmutations** it has undergone. Sources come in 3 different levels when first created: **normal**, **great**, and **superior**, depending on the level of the **ability** that created it. **Plants** created on **deserts** must be **transmuted** before they provide most mechanical effects (**resources**, **natura**, **symbiosis**). **Oceans** can only have **animals** created on them. **Sources** cannot be created on **barren**. Attempting to create **sources** on **tiles** they can't be created on only provides a small lasting visual effect. ### **Aspects** **Aspects** are improvements that can be added to a **source**. Each **aspect** only works on one variety of **source**. Each variety of **source** has 4 **aspect** types, two increasing one **resource** output type and two increasing the other. Two **aspects** (one for each **resource**) will behave in one way, while the other two behave in another, the specifics depend on the variety of the **source**: * **Plants** * *Behavior A*: Increase **resource** (e.g. **food** or **technology**) and **natura**. * *Behavior B*: Increase **resource** (for slightly more than *behavior A*), bonus increase to **resource** if **natura** is over a threshold. * **Animals**: * *Behavior A*: Increase **resource**, bonus increase to **resource** if **natura** is over a threshold. * *Behavior B*: Increase **resource** (same as A) *and* **danger**, bonus increase to **resource** (again same as A) *and* **danger** if **natura** is over a threshold (same threshold as A). * **Minerals**: * *Behavior A*: Increase **resource**, bonus increase to **resource** if **natura** is over a threshold. * *Behavior B*: Increase **resource** (much less than A) *and* **awe**, bonus increase to **resource** (slightly less than A) *and* **awe** if **natura** is over a threshold (same threshold as A). Depending on the level of the ability aspects can be created at one of 4 levels: **lesser**, **potent**, **greater**, **sublime**. There is a random chance (1 in 3) that an **aspect** will be higher than the current level. As there are only 3 levels to **aspect abilities** this makes getting **sublimes** difficult (requiring the use of other **abilities**). A **source** generally starts with space for one **aspect** per level (e.g. a **great source** starts with room for two **aspects**). Each **transmutation** adds room for one extra **aspect**. **Aspects** can not be replaced, the whole **source** must be replaced. ### **Transmutation** ### **Symbiosis** ### **Developments** ### **Giants** and **Abilities** ### **Greed**, **War**, and **Rebellious** ### **Natura**, **Danger**, and **Awe** ### Game Design Ideas Here we posit new ideas for the design of the game, often referencing and changing the design from Reus. Some immediate thoughts, absolute givens: * Hex Based. ### Dynamically sized Villages Villages/cities that slowly spread. This can be from more fine grained developments or actually based off of population, or a mix between the two. #### Similarities: * In Civ 5 developments can be made around a city, like roads and farms. * In Endless Legends the city actually expands over new tiles. ### Magic Maybe include some sort of elemental magic system. Sort of like Natura but for each of a couple of elements. This would allow for elemental affined art, or special elementally based tiles. We could do a classic elemental circle (air, earth, fire, water). Maybe with a mixed in other elements (holy/good/light, unholy/evil/dark, lightning, metal, ice, void). ### Multifaceted Tiles Maybe have tiles that have more than just one development in them or like complex biomes. Maybe a slot each for animal, mineral, plant, development. Or maybe a couple of generic slots. Human development would slowly consume more slots forcing out the other sources (plants first, then animals, then minerals). Either way this would allow for complex biome rules, allowing internal interactions. This may make removing tiles more difficult. Where a reverse process, or conflicting process must be employed to clear a slot. This could also allow a slight rework of transmutation to involve combining two slots, or requiring other slots in the same region. We may have to reduce the role of aspects or rework it. ### Multiple Intelligent Races We could also have multiple intelligent races that could move in. Partially based on climate, magic and other things. For example: Undead, fey/elves, kobolds/dragons, trolls/orcs, goblins, gnomes/dwarves. ### Multi-monitor UI Breaking out the projected UI and making it multi-monitor/device. So the selected tile is on the secondary screen (or device, like a tablet) and the overworld map is on the first. Occulus rift could place them in space, an outstretched globe for the overworld map, and looking down (or up) would display the details. Also with projected UI we can do user custom menu layouts. Along with detailed in depth UI helpers (known upgrade paths, projected values, etc). ### More Giants, Customization? We will definitely have more giants and biomes. Maybe a sort of CoD style load out of a number of giants. The number giants could be a factor in primary game setup (along side the length of the game). ### Advanced Planning Instead of having to manually direct giants there could be a planning system involved. Where the intent is set at each point (maybe with conditionals?) and a planner actually moves the giants around (when they are idle with regards direct orders). At the very least it needs shift queuing. ### Multiplayer #### Co-op We could do co-op control of the game. Multiple people setting goals for the giants and laying out strategies, co-operative control, where one person may be using two, while the other uses the other two, and the third could bounce between them. #### Competitive We could also have competitive games where sources, or cities, get tagged with whose points they are. Or maybe just an overall score goal calculated from direct actions. Or perhaps having separate achievements each person is trying to compete for (kinda like kill streaks?).