Tumgik
#and the concept of Warbands in the next expansion????
skitterjitter · 1 month
Text
the urge to resubscribe to WoW but I am not in a good enough financial situation to do so...sucks to me I guess
1 note · View note
Text
On the world of Mortal Engines, class, and the metaphors of consumption
This is less an essay and more a collection of thoughts. Basically I just saw a video on the Mortal Engines film and its being a civilisation too stupid to exist. I got fed up, mainly because so many of the criticisms amounted to ‘the book did it better’ with little elaboration but also the arrogantly grating voice of the presenter got on my nerves, but I cannot deny the points made and in fact wanted to elaborate further on the worldbuilding of this series and, while unrealistic, look at why the books were so engaging.
Some background to start off - Mortal Engines is a four-book series (and three-book prequel sub-series) written by English author Phillip Reeve, and depicts a bleak post-apocalyptic world. North America is uninhabitable and lost to the sands of time, irradiated, poisoned, and flattened by war. Eurasia is mostly barren plains. And, of course, the central premise - towns and cities have raised themselves onto mobile platforms and trundle about. Well, mostly. A major antagonist to this system is the Anti-Traction League, a collective of nations hiding out in old east China, the Indian subcontinent, southeast Asia and some of Africa. They are seen as barbarians and heathens by much of the world for refusing to mobilise, instead hiding in stationary citadels behind their mountains. The Traction Cities near-universally engage in a philosophy of Municipal Darwinism, a savage system of bastardised pseudo-biology where cities literally predate each other and ‘consume’ each other for resources. Cities eat towns, towns eat smaller towns. Some towns and cities deliberately adapt to cheat the system and make themselves a less appetising target, or for that matter a more aggressive and efficient hunter.
THE TRACTION CITIES
The first three books tend to focus their action on one or two cities, whereas the last is a bit more of a road trip. The other consistent thread is multiple characters’ stories running concurrently, usually reconnecting near the end. This allows the books maintain an open, almost global scale - you’ll nearly never not be moving, even sitting still on a city, which reinforces the theme of unnatural life. The first book focuses on London, which has been sulking in what was once Britain (by sheer happenstance on their part and pure irony on ours), and is suddenly running at full pelt back into Europe and eastward as fast as her engines can carry her. Why? London’s not the biggest city around, and the vast expanse of Eurasia is now the Great Hunting Ground - it’s where the big boys play, and by play I mean ‘savagely predate each other’. It’s dangerous territory for a little city. But over the first book, it becomes increasingly apparent that Traction Cities are increasingly non-viable option for existence. Fuel is scarce, prey moreso, and what morsels London can confidently snap up will not sustain it for long. There is an ecosystem at play here - static settlements can farm resources, but are universally seen as food, either by small bandit settlements to raid for supplies or for larger towns to just straight-up eat. Small towns too small to hunt tend to be miners or gatherers, either mining minerals to use or trade, or gathering resources like wood from natural deposits or sifting through the waste heaps left by bigger cities. Most cities bigger than that are ‘urbivores’, or hunter towns, that hunt and eat smaller prey or opportunistically scavenge the ‘carcasses’ of dead cities. I mentioned specialisation earlier, and like in nature, species and cities can occupy a niche that gives them an advantage and thus increased chance at survival. Airhaven, for example, is a politically-neutral city in the air that floats around Eurasia seasonally and serves as a rest stop, fuelling station and trading exchange for airship pilots the world over, Tractionist or no. Tunbridge Wheels is a pirate-run town that has a lightweight wooden chassis and flotation devices to hunt amphibiously in a world where many small towns escape threat by setting up on islands.  Panzerstadt-Bayreuth is a conurbation of four massive cities, too big to survive long without prey, they banded together to take down the biggest of prey (it’s unclear whether they achieve this through sheer size or whether they decouple and become a pack hunter). Anchorage, the last American city, neutered its own jaws to increase mobility, skating around the frozen north too fast for threats to catch up with, and survives on trade. Brighton is a pleasure city that paddles around the warm Mediterranean, technically still a predator but with no real agenda and about the only city left that can be called a tourist city (it’s run on the back of brutal slave labour). And these are just the major ones. Throughout the books, cities are treated like living things ... like mortal engines.
And like living things, they need resources to survive.
A DYING WAY OF LIFE
The books are inconsistent on the origins of Traction Cities, as it turns out deliberately - history is written by the winners, after all. But it’s all closely tied to the ‘apocalypse’ part of the post-apocalytic I mentioned earlier. Long ago in-universe, long into our future, was a terrible event known as the Sixty Minute War. This war tore the world asunder with nuclear and quantum energy weaponry. America, the epicentre, is simply no more (it turns out there are some fertile areas in Nova Scotia, but for the most part America is dead). Entire new mountain ranges were born, notably the Tannhäusers in East Asia that shield the heartland of the Anti-Traction League. There was a long period of geological and tectonic instability. According to legend, Traction Cities arose to escape these instabilities. In other words, like animals will flee a volcanic eruption, cities first became mobile to escape and survive. Trade was likely facilitated by towns literally being able to park next to each other. Ironically, London was also where everything changed. After Nikola Quercus conquered (static) London with his mobile fortresses, he decided to upgrade and raise London onto wheels to become the first fully-mobile city. And he did it for war. After all, there’s no better comeback to ‘you and what army’ then literally rolling up with your entire city. By the series present, the idea had caught on and grown into the ideology described above. But herein lies the problem. Early Traction London was a tiny little thing. Now it’s not even the biggest fish in the pond, but it’s still HUGE. And, as we all know, big things need lots of energy to go. London is described as having a top speed of about sixty miles per hour at the height of a hunt. So, you need fuel. There is still oil in this world, mainly because they now have no qualms about mining Antarctica, but if you think there’s nearly enough crude oil to run a world full of cities like London you are sorely mistaken. Wood’s not much better off. And, of course, Traction Cities tend to run on some form of internal combustion engine - it’s only at the very end of the traction era that science has advanced enough for a town to experiment with magnetic levitation. So what do they burn? Well, bits of other prey towns. Do you see the problem? Use fuel to hunt towns, burn those towns for fuel. What next? And it’s not just fuel. London captures a little salt-mining town called Salthook at the beginning of the first book to introduce us to the concepts at play, and we see what goes on in the Dismantling Yards - part of a system literally called the Gut, in case the metaphor wasn’t clear yet. Everything is recycled. Bricks, mortar, steel, wood, everything. Because the state of technology is so weird in this world, Old-Tech (technology from before the SMW) can be incredibly valuable to history and/or science, and London is keen to snaffle that up too. The people are interred into refugee camps, though if you know anything about how real-life Britain treats refugees you can probably see where that is going. And it’s not enough. It’s never enough. Food is an even more pressing concern. Unless you’re very rich (more on that in a mo), food is mostly algae-based, then hardy vegetables that grow quickly like cabbage. And it’s running out fast. And London’s a big city with a lot of resources at its disposal. Most cities don’t even have that. A lot of cities are starving on the wheels, city and populace alike. A lot of cities run on slave labour, and feed those slaves as little as they can get away with. Shan Guo, home of the Anti-Traction League, is a green and vibrant land only because it doesn’t have cities running over or eating its farmlands every other day (and, again, city folk generally don’t know this - they’re given endless propaganda that Anti-Tractionists are barbarian warbands a la Mad Max). A lot of the A story is told from the point of view of Tom Natsworthy, who until the events of the book had never left London. He’s never seen bare earth or walked on mud before. He’s never seen a horse. The idea that you can survive, much less thrive, outside of a Traction City is alien to him. But on the city he came from, everything is rapidly running out, and some cities are turning to desperate measures to survive, including Arkangel openly bribing pilots to sell out the locations and courses of nearby cities. A chilling scene in the first book even has Tom see, from the safety of the air, the corpse of Motoropolis, a city not unlike London that literally just starved to death, running out of fuel and helpless as the scavengers closed in. It’s been weeks since the city stopped, and the narrative description evokes the grotesqueness and sadness of a whale carcass. Sheer Jingoism is about the only thing keeping Municipal Darwinism alive - Traction good, stationary bad.
CLASS, CLASSISM, AND OTHER SOCIAL OPPRESSIONS
In a world so starved as this, compassion is hard to come by. Cities still exist mainly by virtue of rigid social stratification, and often that stratification is literal - most medium-to-large cities have tiers, and will generally arrange those tiers based on social class. London, for example, has seven tiers. The bottom two tiers are dominated by the Gut, the engines, and homes and communities of the workers who keep them running. Tiers 4 and 3 are miscellaneous proles of increasing social standing. Tier 2 is mostly what I’d call ‘tourist London’ - lots of the nice bits and the establishments that London likes to be proud of. Because of his work at the London Museum, this is the quality of life Tom Natsworthy was most used to. Tier 1 is High London, where all the rich live and have their amenities and nice parks (and even that doesn’t last - London’s food shortage means even the High London parks are eventually, begrudgingly, turned over for food production). Katherine Valentine, the hero of the first book’s B plot, lives here. Finally there’s Top Tier, which is purely administrative. The only buildings are the Guildhall (the seat of government), St Paul’s Cathedral (which the Engineers’ Guild have secretly been installing a deadly superweapon in under the guise of ‘restoration’ work) and the headquarters of the Guild of Engineers, the most powerful of London’s Guilds. Social stratification is nearly non-existant, and people are shown to get very uncomfortable when out of ‘their space’. Tom is sent to work in the Gut during the capture of Salthook as a punishment before the plot ejects him from London, and he notes being actively intimidated by the claustrophobia, the dirt, the rough and burly labourers, and the noise. But despite Tom’s relatively privileged life - he lives near High London, above the heat and noise and smoke of the engines, in the care of one of the top four Guilds of London - he is of very low social status. Tom Natsworthy is an orphan; his parents were Historians, but were killed when an accident occurred and part of Tier 3 collapsed, crushing anything on Tier 4 beneath. Even before that, the Natsworthys were middle class at best, but being orphaned meant being left to the care of an orphanage run by the Guild of his parents, the Historians. The Historians were Tom’s only source of education, and eventually they would employ him, but with no parents or money, Tom can only afford a Third-Class apprenticeship. He has no upwards mobility within the Guild, and with no money he can’t leave and train with another. His dream of being a pilot trader, or better yet adventurer, will never come true under normal circumstances. The rich live in a completely different world yet. Katherine Valentine, daughter of the Head Historian and the Lord Mayor’s ‘right-hand man’ Thaddeus Valentine, has a positively bougie lifestyle with not a care in the world. Ironically, though, it is through Katherine’s eyes that the horrors of London’s class system are revealed. Trying to find information about her father’s would-be killer, Katherine finds herself regularly travelling to the Gut, eventually befriending an apprentice Engineer who witnessed the attack. But in the Gut, life is very different. It’s not just a life of hard labour and smoke - petty criminals and the aforementioned ‘refugees’ are tasked with working dangerous and sickening jobs like managing the city’s sewage. And by that, I mean ‘harvesting literal faeces to be converted into food and fuel’. The foreman overseeing their work admits they feed such criminals nothing else. And he has the gall to be annoyed that they keep dying of diseases like cholera and typhoid! These people are denied medical care, denied treatment, denied even basic food other than being told to literally eat sh*t. And when they inevitably die? They get sent to the Engineerium to be turned into robotic zombies that can never get sick, tired or unhappy. And, eventually, they’ll be put right back to work. The crimes these criminals did to deserve this, remember, include petty theft, criticising the Lord Mayor, and living aboard a town that got eaten. The foreman literally cannot fathom why Katherine would care about these people’s wellbeing - after all, they’re just criminals. The Engineerium’s end goal in all this is, again, to staff the entire lower tiers with robot zombie workers who will never grow tired, get sick, complain or protest their lot in life, and will never disobey orders, and just enough human overseers to keep things running smoothly ... because that’s what these people are worth to London, cheap, unending labour. Katherine can’t even bring herself to tell her high-class peers about what she learned down there, because it’s such a different world that they would never empathise, much less care. Again, slave labour is common in this world, especially child slavery - Brighton runs on it to maintain its image as a floating Caligula’s Palace, and in Arkangel slavery is so normal that we watch a rich man beat a slave nearly to death for the crime of bumping into him. In the second book, we see the logical end-point of this. Anchorage’s social structure has completely fallen apart due to a plague in recent years that turned to once-proud ice city into a ghost town manned only by a skeleton crew. The margravine, Freya, is only 14, but with her parents dead, she finds herself in charge of the whole city. She has no household staff, apart from Smew, who finds himself constantly juggling outfits to adopts the roles of steward, chamberlain and so on. His official role before the plague was ... erm ... the Dwarf. He was there in a manner similar to a court jester, for the amusement of the margrave due to being a little person. But the head navigator is just ... the woman who kept the maps. The head engineer is going half-mad, seeing his dead son staring at him from the shadows, and the only reason the town’s still going is because his systems are the best on the ice and can mostly run on automatic. They have no doctor. The only other people of consequence in Anchorage are the Aakiuqs, the Inuit couple who run the air-harbour. The common workers of Anchorage number in the mere dozens. And yet, because they’re so fixated on their traditions, nobody will drop the formalities and just admits that they’re trying to uphold a class system that doesn’t work anymore. No, that’s not quite right - everybody realises it’s pointless to maintain the artifice of Anchorage’s social heirarchy, but nobody wants to be the first one to say it out loud. Much like Municipal Darwinism, nobody want to address the elephant in the room, that the system is broken and that people hold onto it because it’s comfortable in the face of uncertainty. Only in Anchorage’s darkest hour, when everything has been turned upside down and the conquerors are on their doorsteps, do the agree to drop the formalities, drop the artifice of class, and address each other as people, say what they think, and work to save what they have left. And of course, there’s the racism in the world. Life on mobile cities has made cultures smaller and more insular, considering we mainly see this series from the point of view of culturally-English towns. Throughout the first book there is a clear west vs east divide - the Traction Cities are generally English-speaking or multicultural enough that English will get you by. The Anti-Tractionist League, meanwhile, are south or east Asian, or else African, and are commonly understood to be ‘those brown people’. The only ethnically white Anti-Tractionists are from ‘Spitzbergen’ (likely Scandinavia/Finland and northwest Russia) and Hester Shaw’s family, and the latter lived on a town that floated out to an island and gave up running from predators forever. The way Tom reacts to this attitude calls to mind the way racists might refer to ‘race traitors’. There’s even an in-universe slur for people who live in static settlements; ‘Mossies’, because ‘a rolling town gathers no moss’. However, when Tom is taken to Shan Guo itself, he realises that all the propaganda he’d been fed his whole like is exactly that - propaganda. Shan Guo is described as beautiful - an endless patchwork of rolling fields and farms, colourful, bright, vibrant, heaving with life and energy. The Anti-Tractionists aren’t vicious savages, they’re just ... people. Tom can’t understand it at first. He wonders how people can live without the hum of engines or the vibrations of deckplates - he subconsciously equates city life with, well, life, and the absence of that makes him uneasy. But he can also see this culture before him, thousands of years old, outlasting even the end of the world, and he realises there is another way. The next time he sees London, he sees it from outside, from the side of the hunted, and he realises it’s not beautiful or efficient, just dirty, and huge, wrapped in its own waste smoke and driven only by destruction. For the rest of the series, even with the rise of the radicalised Green Storm (Anti-Tractionists Lv2), large Traction Cities are consistently the enemy. Tractionism as a culture is understood to only represent imperialism, destruction, and consumption, literally and figuratively.
SCIENCES SANS FRONTIERES
It should be noted that science and technology are not universally reviled by the series. As a dieselpunk series, a certain degree of technology is fundamental to the series existence. But this is a very different world than the one we know. On the one hand, engines exist that can drive entire cities. On the other, computers basically do not exist. The rare few that still exist are not in working condition, and nobody knows how to restore them. Heavier-than-aircraft don’t really exist - the third book introduces some, but they’re small, experimental ... barely more than short-range toys designed for flashy air shows but not real travel. The main form of personal locomotion in this world is by airship, and this world’s airships are far beyond anything we’ve made in our time. But lost technologies are heavily associated with the hubris and destructiveness of the Ancients. Until now. Like I said, the most powerful Guild in London is the Engineers’ Guild. And they got that way under the leadership of now-Lord Mayor Magnus Crome. It should be noted that Crome genuinely loves his city and wants it to survive no matter the cost. But under Crome, the Engineers began to dabble in sciences considered unethical to downright taboo. Most notable is the MEDUSA Project. Through Thaddeus Valentine, London came into possession of an energy weapon from the SMW ... and, more importantly, the working computer that runs the thing. In terms of Darwinist Evolution, this is like giving a monkey a gun and teaching it how to use it. MEDUSA exhibits a level of power no other force on Earth can match, and London is forced to deploy it early in a crisis. Originally, the plan was to march up to Batmunkh Gompa, the Shield-Wall that represents the only break in the mountains around Shan Guo big enough to permit a city, and blast it to cinders. Unfortunately, London attracts the attention of a bigger, hungrier city about halfway there, and is forced to fire MEDUSA at it to save its own skin. The sheer terror of what that weapon represents is revealed then. Panzerstadt-Bayreuth was the fusion of four massive cities, each one bigger and more powerful than London. MEDUSA killed it dead in one stroke - the energy beam set the entire city ablaze and ignited its fuel stores. Her engines nearly immediately exploded. When the fires go down enough for an Engineer scout ship to investigate, the people had been almost flashed into glass. The flash of light from the attack is so bright that, hundreds of miles to the south, Tom and Hester see the sky light up like a new dawn. The people of London are relieved, of course, that they didn’t all die that night, but more than that the entire city become suffused with the excitement of just how easy it would be to kill ... well, anyone they like, really. London doesn’t even stop to devour Panzerstadt-Bayreuth, as the Engineers can’t afford for the Shield-Wall to prepare for their arrival. Appropriately, and karmically, the finale has an accident lock down the computer lock down, with MEDUSA unable to fire but unable to stop gathering energy, and London melts under the heat of MEDUSA’s glare. But that wasn’t the only scientific sin committed by London’s engineers. I’ve already mentioned London trying to repurpose faeces as food, but we need to talk more about the Stalkers. Stalkers are kinda like discount Cybermen from Doctor Who - dead bodies, threaded with weird old machines and coated in armour, their brains hooked up to simple computers. Originally conceived as soldiers, they were believed long dead. However, one survived to the modern by sheer survivor instinct - Shrike. Through negotiations that are not the purview of this essay, he allowed the Engineers of London to take him apart and figure out how he worked, and hoo boy they did. The Engineers figured out how to manufacture their own Stalkers. The first batch are used as law enforcement like the Worst Robocops, but, again, the plan was to have Stalker workers all over Low London. Katherine, learning this, likens it to London ‘being a city of the dead’ (Apprentice Engineer Pod, to whom she is talking, grimly notes that the Deep Gut Prison is so awful, so callous with human life, that it already feels like that). Logically, the end-point of this idea is to have all workers in London be the resurrected dead, with just enough living to keep things in order ... oh, and they’d all be loyal to the Engineers, because remember, no Freedom of Speech here, and you can be sent to do the worst form of prison labour for dissenting against the Lord Mayor. With Crome being both Lord Mayor and Head Engineer at once, the Engineers’ creed is as good as law - traditionally, London Lord Mayors forsook their former Guild allegiances to show their representation of all of London, and Crome’s refusal to do that caused a bit of a stir. The Engineers are also keen to arm their security teams with some form of energy pistols, despite guns being outlawed in London and the police are only allowed crossbows. Crome’s rationale is the same as every two-bit mad scientist villain, of course - that science should not be held back by moral restrictions, and that progress for progress’ sake is essential for London’s survival. Really, it’s the Engineer’s survival, as they’re rather loathe to share these advancements except to exert power on those around. London isn’t the only example of technology being used to leverage control and benefit the ruling classes. Grimsby is a sunken wreck of a city somewhere in the north Atlantic, yet due to a complex series of airlocks the interior of the city is a secret hideaway of the Lost Boys, a society of children stolen from aquatic towns and trained to be thieves under the watchful eye of the mysterious Uncle. They will then take submarine walkers, attach to passing towns, steal whatever tools, fuel, food and riches they can carry, and vanish back into the depths. Uncle, naturally, takes the lion’s share of the haul. But Uncle maintains his power by careful access to technology, only letting the Boys have what they need and juggling the power structure by choosing team leaders, and punishing insubordination harshly and publicly. Uncle sees and hears everything in Grimsby with his surveillance network, and can address any give Boy in a heartbeat, training the Boys to never expect privacy from him, so that when he demands a progress update from a mission, they never question him. He rewards Boys who do well on burglaries, but more importantly than that, he chooses team leaders according to apparently inscrutable whims. The Boys believe it’s a mark of favour from Uncle, and thus social status, to be trusted with the limpet command and all the tech that comes with. Really, Uncle carefully give command to people he can trust to remain loyal to him, even if that means passing over a more talented Boy who might get a bit uppity. Even in a more mundane way, higher status in the Lost Boys means you can move closer to the heart of Grimsby, where you’re less likely to wake up and find your bedroom wasn’t as watertight as you thought and flooded in the night. Uncle, naturally, doesn’t care if a few Boys drown, so long as he doesn’t lose anything useful. Technology, and in particular access to unusual technology, is the dimension on which power is really decided.
THE END OF AN ERA
We’ve already established that this world is not a sustainable one. There are only so many cities. The inherent entropy of Municipal Darwinism is really showing. Once upon a time, big cities could ‘reproduce’, creating little satellite towns that could grow and become independent - even London had some - but those are no more. In a greedy desperation to keep moving, the predators are not reproducing, and static settlements can’t spread and grow fast enough to count there. The attack of London, and MEDUSA, turned staunch opposition into outright war, with the Green Storm being willing to doublethink their way into using the weapons of the Traction Cities in their fight to stop the Traction Cities, even recruiting ex-London Engineers to make weapons and stalkers for them, and eventually even seeking out another ancient superweapon - an orbital laser called ODIN - without a hint of irony. The Green Storm eventually face internal resistance, from Anti-Tractionists who disagree with the outright terrorism angle, and eventually crumbles. The last great Traction Cities stop. The last mobile city is New London, no longer a hunter but a trade platform, and even that probably stopped hovering about at some point. The ending is told by the great survivor, Shrike, who has cheated Death again and again, who outlived Tom Natsworthy and Hester Shaw, Valentine, Magnus Crome, and a thousand other heroes and villains. When he awakes, long in the future, Traction Cities are not even ancient history. They’re a dream, a fantasy, too incredible to be true. But Shrike remembers, and he teaches people the story of London and Anchorage, Arkangel and Airhaven, Brighton and Harrowbarrow. Did they learn the right message from Shrike’s story? Did they learn that ruthless imperialism is like hunting faster than the food can come back, and that you will starve before you have everything you ever wanted? Did they learn that hoarding resources, gatekeeping knowledge, will lead to ruin? Did they learn, or will the repeat the same mistakes of the greed and gluttony of the Traction Era? Well, who knows.
12 notes · View notes
jamesbyerj · 5 years
Text
Project Spotlight: Project Genesis World Overhaul
Today we are talking to [url=https://www.nexusmods.com/users/67426046]Atlasroar[/url], [url=https://www.nexusmods.com/users/26431194]Swishos[/url], and [url=https://www.nexusmods.com/users/5589894]GregAmazingNinja[/url] from the [url=https://discord.gg/g7F6aHw]Project Genesis World Overhaul[/url] - a massive, all-encompassing overhaul mod for [url=https://www.gog.com/game/kenshi]Kenshi[/url] - a squad-based RPG based in a desolate, post-apocalyptic world that infamously does not care about you. [center][youtube]4SmFItVcv04[/youtube][url=https://steamcommunity.com/groups/projectgenesiswo/discussions/0/1634166237663341074/][/url][/center][url=https://steamcommunity.com/groups/projectgenesiswo/discussions/0/1634166237663341074/] [/url][b]BigBizkit: Could you guys give us a little bit of an introduction as to what your roles are on the project?[/b] Atlasroar: Of course! Hey all, I'm Atlas! I'm the community/server manager for the Genesis Modding Guild. I provide backend support for the server and finalize all posts made to ensure they are fun and easy to read :). I started off this journey just trying to make load orders work better for everyone. After doing a lot of research and realizing no one had any idea of what they were talking about when it comes to load orders, I decided it was time to sit down and finally try something I had 0 idea of what to do. After making a post that I was using LOOT as the basis for the idea, Greg found me on Reddit and invited me. After a month or so of pretty fast growth in Swishos' super-secret Discord, we decided to "move out". I made some recommendations on how to set things up, improve security and posts and Greg said: "You're hired". Swishos: Hey guys I'm Sam! Or as I'm better known, Swishos. After playing Kenshi for some time I quickly began looking for mods that added to the current world. Something I always noticed was how empty a lot of the areas are, some areas of the map clearly got more love than others. Oddly enough it was Ninja Greg's [url=https://www.nexusmods.com/kenshi/mods/236]Avalon Isles[/url] mod that inspired me to start modding myself. It was one of the few mods I had found that added new factions to the map but also utilized a previously empty part of the map. I had previous experience with JavaScript and HTML5 but knew nothing about Kenshi modding going in. But with how the “Forgotten Construction Set” is set up I was able to self teach myself in a week or so through trial and error ^^.  GregAmazingNinja: Hi I'm Greg, I'm one of the leads for the Genesis team and I do most of the level data edits. I also have one of the most essential jobs which is maintaining the server that allows everyone to access the overhaul files so our team can all work on it simultaneously all across the globe. I also do the tedious job of merging all the mod files into the overhaul. [center][img]https://staticdelivery.nexusmods.com/mods/110/images/93729/93729-1570105323-925470521.jpeg[/img] [img]https://staticdelivery.nexusmods.com/mods/110/images/93729/93729-1570105323-1379555566.jpeg[/img][/center] [b]What would you say are the main features of Project Genesis World Overhaul and what was your inspiration?[/b] GregAmazingNinja: The overhaul's main features include the complete restructure of every location with an improved version of it (larger, more decorated towns), the addition of hundreds of new locations, factions, quests, and the ability to lay siege to cities. As for what inspired me personally, it's all my past gaming experiences that influenced our vision for the overhaul. I poured over 2000 plus hours into Skyrim during junior high school and I loved being able to go anywhere I wanted and finding something unique and receiving a quest to adventure further. I also poured countless hours into Mount and Blade Warband which had a lot of army management, politics, and fielding armies or sieging cities. With the implementation of the siege mechanics to Kenshi, I feel like we're just now scratching the surface as to what's possible with regards to how intricate and complex this game can become. [b]To those who are only now hearing about Project Genesis for the first time, how would you describe what it is?[/b] Swishos: The first thing I would say is that the “Project Genesis World Overhaul” and the “Project Genesis Modding Guild” are two very different things. The overhaul itself as you can imagine from the name is our planned project to fill out and expand upon the entire world of Kenshi, while keeping true to the game's lore. This includes new factions, cities, quests, dialogue and a lot more. All the new content we always try to link back to some of the vanilla lore so it feels like it was always meant to be part of the Kenshi world. Now for the Modding Guild itself, we wanted it to be a place where any and every modder could come to share their work, help others complete their work or get the help they require. One location where we could focus all of the modding talent Kenshi has to offer in one place. Since initial conception though we have already incorporated a Mount & Blade modding community and are looking at expanding to other games in the future. Another feature of our guild is that we are happy to support any of our members whenever possible, this can come in the form of promoting their mods on release or even supporting their Youtube/Twitch accounts through our Discord server ^^  In the future, we are also going to be looking at a shared community account for Nexus Mods, as we have noticed a serious lack of mods being released to the Nexus which means for members/players who don't play through Steam they miss out on a lot of mods. So looking forward we plan on using this community account to upload members mods to the Nexus (with permission of course) this way it's no extra work for them but everyone gains access to all the mods coming out of our guild. [b]Project Genesis will be touching on many aspects of the base game. One addition that stands out is city sieges - massive battles between rival factions. Could you explain how exactly sieges will work in your overhaul? [img]https://staticdelivery.nexusmods.com/mods/110/images/93729/93729-1570091672-446208846.jpeg[/img][/b] GregAmazingNinja: Before we delve into sieges we need to understand how the base game handles town overrides. So when a player kills/captures a leader of a faction, the player leaves the area and when they next return the city is taken over by a rival faction. We’ve completely done away with that and replaced it with a linear progression of these massive city battles that the player needs to take part in in order for the rival faction to take over. To get technical, it is an intricate tree of yes and no statements that determine how and when sieges occur. As we continue to add more sieges it will only get more complex in structuring the world states and dialogue for it. We actually have a [url=https://steamcommunity.com/groups/projectgenesiswo/discussions/0/1634166237663341074/]developer diary[/url] going into great detail as to how they work.  [b]Is there a particular new feature or mechanic that you are most proud of?[/b] GregAmazingNinja: Well we're still technically in the alpha phase. But as of now, It’s the city sieges. That’s literally the crowning achievement of our overhaul, as no one’s done it before. When it comes to other games it might be a small achievement but in the Kenshi base game you take out a leader, leave the area and another faction "takes over". And we thought "Huh… that's it?". We took that idea and ran with it. If you want to take out any leader in a movie or video game you always gotta go through some enemies right? So that's what we did. We plan to expand this system to almost every town and faction. So just that alone is a huge achievement to the overhaul itself. [b]How did you form as a team and decide to put a massive project like this into action? [/b] Swishos: When I released my first popular mod The Hook Expansion back in April and it caught the eye of Greg. Soon after, I got a message from him asking about concerns of compatibility of our mods. We eventually came to the conclusion that by combining our mods together it would allow us to focus all our time on a single project and not have the issue of updating/patching multiple smaller mods. As this idea expanded we began to think why not look at other modders with similar mindsets to us? Originally using the Steam community we quickly found a lot of interest in the project which led us to creating the Project Genesis Steam group so we had somewhere to organise everything, plus a Google Drive for the team. It was at this stage Greg and I decided it would be possible for us to do a complete game overhaul with the support we were already getting. Not even a month after this and our project had grown beyond what we had ever imagined, the demands for a Discord could no longer be ignored. However, we wanted more than just a place to talk about our mod, with so many people interested not just in the project but modding, in general, it was decided to create a modding guild. A place where anyone could come to learn how to mod, help others where needed or receive the help you need to finish your own mod. Within two months of having the Discord server we were partnered with the Official Kenshi Discord and now have 700+ members and are still growing. ^^ [b]Your overhaul is a combination of many impressive Kenshi mods, but it is also far more than just the sum of its parts. What was the process of putting all the pieces together like? [/b] GregAmazingNinja: The addition of other mods was an afterthought at first. We began this project with the intent of creating an overhaul that adds hundreds of new locations and quests. What posed as an obstacle was the [url=https://www.nexusmods.com/kenshi/mods/211]Functioning market stalls[/url] mod. It would have taken a tremendous amount of time to create a patch for a mod like that, so I just reached out to the author of that mod and asked if he wanted his mod to be in our base overhaul. He said yes, and so did every other mod author we asked. We’ve merged a large amount of mods that we deemed “lore friendly” only in the sense that it didn’t break existing lore. Because of the massive list of merged mods, our overhaul now served a second purpose, and that was to shrink load orders. As for the process of merging mods, it’s incredibly tedious and can only be done by someone who has direct access to the main overhaul file. If the mod that I’m merging has assets like textures and meshes and tons of weapons and armor, it will take me hours to sort through everything and rewrite all the file directories. [img]https://staticdelivery.nexusmods.com/mods/110/images/93729/93729-1570107314-765094629.jpeg[/img] (Image by [url=https://www.artstation.com/artwork/0Xz5R4]5518 Studios[/url]) [b]To those who have yet to play it: can you explain what makes Kenshi as a game unique and especially appealing to modders?[/b] Atlasroar: Yes, yes I can. Chris (the creator of the game) did a wonderful job of creating this world that just doesn't care about you. As a squad-based open-world game this game just really doesn't care about you. Your starting faction name is "nameless". Yeah, you're not the hero, or the chosen one. You are literally no one. With that said, you can write any story you put into your head. You can be anyone. A mercenary, a slaver, an anti-slaver, a farmer, a miner, an explorer, you can build your own city and grow your faction. Even at "end game" the game still just doesn't care about you. You'll get sold into slavery and beaten, you'll have the wrong guy (or girl) talk to the wrong person and just like that. You're a filthy heathen and now you're a slave, or maybe you're starving and poor, get sent to jail, or maybe you're starving and poor and dying, someone might help you and give you food. Until you learn how the world works, the world will try to relentlessly kill you. When you finally do know how the world works, well that's when it really tries to kill you. When it comes to modding. The system is a mess and can be hard to work with until you really get into it and bare your knuckles. But, the people of the Kenshi community are what make this game thrive. If you play Kenshi you earn your support and your place. That's our gatekeeper. Is this game “Dark Souls” hard? No, but this game is so stupidly unforgiving, funny, and frustrating at times that it pretty much builds your character as a person. Yet, that is what makes modding here so rewarding. You'll have random people drop by and say "hey you forgot to set up this or this",  you'll see modders sit down in one of the Discords and blow up chat for 10 hours straight as they work out how to make a custom building. It's the community as a whole that makes modding worth it for this game. [b]What tools did you guys use to create your mods?[/b] GregAmazingNinja: The greatest tool we have is the Forgotten Construction Set, it’s a program that comes with every copy of Kenshi and we have the developers of Kenshi to thank for that. The second most important tool we use is an SVN server. I understand that the technology for SVN servers is a bit antiquated and that everyone uses Github now, but for the purposes of our overhaul, it’s been pretty straightforward. I run a server with the main overhaul folder and everyone on the team is able to access it directly. From there, our team members create sub mods with the overhaul enabled, which in turn get sent to me so I can manually merge it into the overhaul. [b]How did you learn how to mod the game (or other games)? Do you have any tips for budding mod authors?[/b] GregAmazingNinja: For the longest time I’ve been obsessed with the idea of taking some of the ancient ruins you clear out as the player and turning it into a player home. Unfortunately, that wasn’t included in the base game; when I walked into a city with all these ruined buildings, I was a bit baffled as to why I couldn’t buy and repair some of them. From there I decided to try my hand at learning how to use the construction set included with the game. If there are any tips I could give new modders is to simply take what’s written in the base game already and rip it apart to understand how everything works. Dissecting and trial and error was the only way I learned. Anytime I got stuck, I’d look it up online, but for the most part, it’s experience and curiosity that’ll drive you to learn more about modding this game. Atlasroar: My modding experience started right here on the Nexus. I haven't published anything on any account but some pictures but man have I sunk some hours into the mods I've made. When it comes to Kenshi or any game really - realistically start small. Add a unique character or learn how to create a unique asset. Once you have stuff like that down you can very easily get help expanding into different categories. Just like with any community that has mods, you'll find many people out there who really want to pass on their own knowledge.  It might be competitive out here in the modding world but at the end of the day no one wants to see anyone fail. Even if you're just making "stuff" bounce (LOOKING AT YOU BETHESDA COMMUNITY). As for tips, the biggest tip I can give to new modders for any community is this: www.nexusmods.com. You're welcome. To the user who is reading this, you already have 100% free access to the greatest modding community of all time. With guides upon guides upon guides of how to use almost any tool under the sun here for your specific game.  But on a more serious note. Mod because you love the game you play. Mod because you want to change something. Mod because it's fun. You think Guardly, the author of [url=https://www.nexusmods.com/skyrim/mods/48593/]Really useful dragons[/url] mod was trying to become popular? No of course not.  It was fun! Modding doesn't have to be about views. It has to be about passion and fun. If it isn't fun and you are struggling to keep going then it's time to take a break. The whole point of mods is to add what you find fun and then they add it to the game for others. [center][img]https://staticdelivery.nexusmods.com/mods/110/images/93729/93729-1570108668-812650890.png[/img][/center] [b]How can people help you guys out or even join the project?[/b] Atlasroar: While realistically we aren't actively looking for anyone, this doesn't mean we can't use more people. If anyone wants to stop by and help us out, feel free to do so by using our [url=https://discord.gg/g7F6aHw]Discord link[/url].   While we do require you to have some knowledge of what you want to add to the game, it's pretty open-ended when it comes to joining the team. But even there at that point, what it really comes down to is we want to see that you have a passion to contribute to the team and the mod itself.  We just recently took on someone who wanted to provide funnier dialogue and stories. They just want to provide the dialogue. They don't even want to actually put it into the game. This is a passion project, and with that said we just want to do this right. We want to really put time and effort into this to create something mindblowing for the Kenshi community to play with and hopefully set a precedent on how to mod Kenshi from here on out. We have many in our group who are constantly checking back in on older files just to make sure they are up to there own standards. As people learn and grow more in the team we have people who will resubmit mods and just say "this is a better version use this". It's stuff like that that makes the Genesis team really grow as a whole. Everyone here wants to help each other and support each other. That's what we're looking for when it comes to team members. [line] A big thank you to the team from Project Genesis World Overhaul for taking the time to respond to our questions. As always, if there are any mod authors or mod projects you'd like to hear about, don't hesitate to send a message to [url=https://www.nexusmods.com/users/31179975]Pickysaurus[/url] and [url=https://www.nexusmods.com/users/64597]BigBizkit[/url]. Published first at Project Spotlight: Project Genesis World Overhaul
0 notes