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==Mechanic== |
==Mechanic== |
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− | Along with the Historical progression line, you can unlock a civilization with their Trait trees, Inside in the sand-box progression system context, the player's civilization is the sum of total acquired traits,<br> |
+ | Along with the Historical progression line, you can unlock a civilization with their Trait trees, Inside in the sand-box progression system context, the player's civilization is the sum of total acquired traits,<br>The traits bring: units, buildings, actions and passives to their historical civilization.<br><br> |
− | The traits unlock distinctive: units, buildings, actions and bonuses from their historical civilization.<br><br> |
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− | Each trait |
+ | Each trait has a specific requirement progression points, for example, one node of 'Administration' path usually requires political points. |
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==Paths== |
==Paths== |
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− | Each civilization |
+ | Each civilization has a different number of Paths, According to their real historical characteristics.. For example the [[Egyptians New Kingdom]] have 4 Paths, Administration, Religion, Military and Architecture: |
− | [[File:PathsExsample.png|left|frame]] |
+ | [[File:PathsExsample.png|left|frame||The Egyptians New Kingdom Paths]] |
− | <br><br><br><br><br><br> |
+ | <br><br><br><br><br><br><br> |
Others like the [[Early American Tribes]] have only two, or others like the [[Romans Eastern Empire]] have 5 differents paths,<br>In total exist more than '''150''' paths trees, with an average of 3 paths for each civilization. |
Others like the [[Early American Tribes]] have only two, or others like the [[Romans Eastern Empire]] have 5 differents paths,<br>In total exist more than '''150''' paths trees, with an average of 3 paths for each civilization. |
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==Trait trees== |
==Trait trees== |
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− | In total we have '''1200 diffents''' traits, The game mechanics are balanced to that in each game the players can complete between of |
+ | In total we have '''1200 diffents''' traits, The game mechanics are balanced to that in each game the players can complete between of 2-3 entire paths<br> depending about the game setp up configuration, (with a averange of 10 traits per each path). <br><br>This is a visual Example of '''pre-alpha''' trait tree for 'Administration path of [[Egyptians New Kingdom]] civilization. |
− | [[File:EgypPathtest.png| |
+ | [[File:EgypPathtest.png|frameless|left|Egyptians New Kingdom Administration Path tree]] |
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Revision as of 13:25, 13 January 2021
This article is a about early content and may be subject to recent changes. You can help BOCProject Wiki by expanding it. |
The Civ traits are part of the Historical progression system inBOCProject.
Mechanic
Along with the Historical progression line, you can unlock a civilization with their Trait trees, Inside in the sand-box progression system context, the player's civilization is the sum of total acquired traits,
The traits bring: units, buildings, actions and passives to their historical civilization.
Each trait has a specific requirement progression points, for example, one node of 'Administration' path usually requires political points.
Paths
Each civilization has a different number of Paths, According to their real historical characteristics.. For example the Egyptians New Kingdom have 4 Paths, Administration, Religion, Military and Architecture:
Others like the Early American Tribes have only two, or others like the Romans Eastern Empire have 5 differents paths,
In total exist more than 150 paths trees, with an average of 3 paths for each civilization.
Trait trees
In total we have 1200 diffents traits, The game mechanics are balanced to that in each game the players can complete between of 2-3 entire paths
depending about the game setp up configuration, (with a averange of 10 traits per each path).
This is a visual Example of pre-alpha trait tree for 'Administration path of Egyptians New Kingdom civilization.