View Full Version : Civ4 Modding Suggestions


Weasel Op
Oct 07, 2005, 11:03 PM
If you have a suggestion for modding Civ4, post it here.
Note that I am not asking for requests for specific themed mods, but general changes for the game as a whole.

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Current Suggestions:
-Billboard unit conversions
-Hide overlays under units
-Decrease unit sizes
-Real-world flags
-Enlarge wonders
-Civ/Culture-specific city graphics
-Increase wonder effects
-Alter civ attributes
-Enhance UUs
-Expand later ages
-Hide units fortified in city
-A few more buildings and units
-Edit Civil War model
-Expand Civics system
-Add new civs
-Expand/Tweak tech tree
-More city improvements
-More resources
-UUs for each era
-Attack w/o automatic war
-Edit border policies and effects
-Show all tech tree dependencies
-Make resources prereqs for techs
-Intermediate border policy
-Less tropical terrain
-Extend game past 2050
-Random but realistic natural disasters
-"Plug-and-Play" modpacks
-Civil wars/secessions
-Limited naval deployment
-New terrain types- swamp, glacier, etc
-Civ-specific air force and navy
-Building graphics dependent on era built
-nuclear bombs (before missiles)
-terror-related espionage missions
-change the way nukes work (http://forums.civfanatics.com/showpost.php?p=3169290&postcount=50)
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Billboard units- this could be a massive undertaking if people are interested. The idea of converting high-quality Civ3 Flics into 2-sided "paper doll" units for Civ4 has been discussed before. IMO it's a great way to make placeholder units for mods and scenarios. I'm not familiar enough with the type of 3D animations the game will require, to know how difficult this will actually be.

Hide or truncate tile overlays when a unit is on the tile- no windmills growing through tanks. (I caught that on one of the new IGN screenies)

Decrease unit size- I have a feeling it will be fairly easy to decrease the display size of all units on the map just through scripting. I don't want them scaled to the terrain, just down 25-30%

Civ flags- I've heard some complaints already. Changing them to real-world flags should be easy.

Wonder graphics- complaints that they are too small. Again, scaling shouldn't be a problem.

Ogedei_the_Mad
Oct 07, 2005, 11:08 PM
New city graphics. ;)

In the screenshots, the architecture for every civ is the same. :crazyeye:

Weasel Op
Oct 07, 2005, 11:13 PM
Increase wonder effects. They aren't worth the massive cost.

Change civ attributes. They're dumb.

Change/tweak/replace UU's. They should own.

PriestOfDiscord
Oct 07, 2005, 11:33 PM
Increase wonder effects. They aren't worth the massive cost.
Change/tweak/replace UU's. They should own.Amen, brother.

Besides the scenario idea I mentioned in an earlier thread, for a mod I would like to really deepen the Industrial and Modern ages of the game. The unit list will get some needed meat in its diet as well.

Vael
Oct 07, 2005, 11:43 PM
Billboard units- this could be a massive undertaking if people are interested. The idea of converting high-quality Civ3 Flics into 2-sided "paper doll" units for Civ4 has been discussed before. IMO it's a great way to make placeholder units for mods and scenarios. I'm not familiar enough with the type of 3D animations the game will require, to know how difficult this will actually be.
As this is more in the realm of graphics and engine work I would be surprised if this sort of thing was even possible, given that we know the engine will not be released, only the game and AI code.

Weasel Op
Oct 07, 2005, 11:46 PM
As this is more in the realm of graphics and engine work I would be surprised if this sort of thing was even possible, given that we know the engine will not be released, only the game and AI code.
From what I understand, it's just a way of building units. The Flic is placed on a "billboard" or vertical panel as an animated texture, and the the background color is made transparent.

Weasel Op
Oct 08, 2005, 12:11 AM
Add option to hide units fortified in a city, if not available.

Aussie_Lurker
Oct 08, 2005, 12:37 AM
Actually, I don't think the Wonder effects are too bad-they open up a host of options for the Player who builds them WITHOUT being a Gamebreaker for those who miss out-but that is just my opinion.
My ideas for mods are:
More Improvements, Units and Wonders-not TOO many, but perhaps enough to make it 100 in each category (too many more than that would simply be 'more of the same').
Civil War-a model for secession in very large AND very unhappy civs-especially when they change their civics options or change their diplomatic states.
Expanded civics system-they have gotten us off to a VERY GOOD start, IMO, but I think there is room to boost the number of categories, the number of choices per category, and to play around with the gameplay effects a bit. See my 'Broader Civics' thread in the Ideas and Suggestions forum for more info.

Yours,
Aussie_Lurker.

Loppan Torkel
Oct 08, 2005, 03:06 AM
I'd like to see a mythology mod

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Wouldn't this be interesting? Instead of having civ political and historical correct, it could be filled up with myths, legends, miracles, saints, heroes, demons, dragons, dwarves, giants, gods in a timeperiod 1000BC to 1300AD. Christian, Norse, Egyptian, Greece/Roman, Chinese/Oriental, Hindu, Shamanic, African cultures-legends-myths-religions could be the civs.

Anyone wants to make it for me? I've just read some swedish/norse legends on wikipedia and it's really interesting with all the different myths and legends in the world. It would be exciting to play such a mod with fewer realworld boundaries than civ4 and learn about other cultures....

I have no intention of making this mod, just thought I'd make a wish . Perhaps someone's already thinking of making a mod like this?!

edit: copied to where this belong

warpstorm
Oct 08, 2005, 05:06 AM
Animated billboards are fairly easy to implement in Gamebryo.

civaddict098
Oct 08, 2005, 04:34 PM
I want ISRAEL

with soloman Religios and organized and Golda Meir religios and scientific.

merkava tank( replaces modern armor) or Macabean swordsman (replaces Swordsman, good against elephants).

Israeli flag, banner, and light blue, color.

Commander Bello
Oct 08, 2005, 06:31 PM
Much more techs.
For quite some of them a redefinition of their location on the time bar and their prerequisites.
Maybe UU's for each era (I know, eras aren't officially in)
More city improvements.
Saltpeter as a prerequisite for gunpowder units and chemistry.
More resources.
Most probably redefinition of the naval movement stats.
BIGGER maps => different movement costs and speed stats.

Weasel Op
Oct 08, 2005, 06:32 PM
What if attacking a unit didn't necessarily cause war? A single incident would just lower the diplomatic attitude, and it would be up to the leader whether to declare war or not. It would be more realistic and allow more minor incidents without sparking all-out war. Attacking a city, or multiple attacks on the same turn could automatically cause war.

Similarly, the borders could be modded so that even closed borders were passable, but crossing them en masse causes war.

Weasel Op
Oct 08, 2005, 10:14 PM
Mod the tech tree interface to make dependencies more visible.

Aussie_Lurker
Oct 08, 2005, 11:08 PM
Oh, OK-more suggestions from me:

Make resources a prerequisite for certain techs (for instance, Copper for Bronze Working, Horses for Horseback Riding, Iron for Iron Working).
Have 3 levels of borders-Closed, Normal and Open. Closed keeps out ALL units. Normal keeps out all but 'invisible units' (spies, missionaries, Spec Ops). Open Borders lets anyone and everyone through (but also boosts trade routes value).

Yours,
Aussie_Lurker.

vStauffenberg
Oct 09, 2005, 01:42 AM
improve water surface graphics: much darker water, some white crestwaves if possible. water looks too carribean summer vacation style

better coastal graphics: less carribean-style white beaches, more rocks and cliffs! invading england is too easy without the steep cliffs of dover...;)

TastySheriff
Oct 09, 2005, 02:34 AM
- Expand game past 2050 (including the 2050 victory condition if possible) with tech tree enhancements to match (cmon sci-fi fans this is ur time to shine, rock that imagination). I want to be able to play for weeks on end and not run out of new units, improvements, or wonders to build.

- Big Undertaking: Natural Disasters. Earthquakes, Hurrincanes, Floods, etc. Randomly timed events that happen in somewhat predictable areas (faultlnes, hurricane zones, river vallys.) They should only effect a few tiles, and should only happen every 10-20 turns in the whole world (so if there are 5 equally sized civs in a fully developed world you will only experience one within your borders every 50-100 turns. And the odds are that theyll only destroy terrain improvements, but if they happen to fall on your city, youll lose some citizens.) This one is a top priority for me, but i dont know how feasable it will be bieng that i dont know how moddable game events will be. And i doubt it will be very popular.

- A tool or mod that will make it easy to switch combinations of mods in and out of the game (making them "plug-and-play" if you will.) This way mods could be distributed in a package and with either an external application or an in-game interface they could be applied to or taken out of the game individually, in groups, or collectively. This is also a big priority for me but will require a big community following to make the package format somewhat standardized (could be as simple as a text file with script for the game surrounded by unique comments for easy identification by the switching tool.)

holy king
Oct 09, 2005, 03:10 AM
What if attacking a unit didn't necessarily cause war? A single incident would just lower the diplomatic attitude, and it would be up to the leader whether to declare war or not. It would be more realistic and allow more minor incidents without sparking all-out war. Attacking a city, or multiple attacks on the same turn could automatically cause war.

Similarly, the borders could be modded so that even closed borders were passable, but crossing them en masse causes war.

what would be the point for gameplay?

btw. do you think it will be possible to somehow implement civil wars and secessions? that would be awsome

Weasel Op
Oct 09, 2005, 10:44 AM
TastySherrif, those are great ideas IMO. They will take some major programming but I think those will all be popular ideas if they are done.

what would be the point for gameplay?
It would allow for very minor incidents (ie capturing a worker, taking out a unit wandering through your territory, pillaging a road, etc) without automatically causing all-out war. It would be similar to HN, except the other civ would obviously know you did it. It would be up to the other civ to decide whether to declare war, which for the AI would depend on diplomatic relations, military size, etc. Sometimes you don't want an all-out war with another civ, but you want to stop that scout from snooping around your territory, or kill that random spearman fortified on your next city location. In the real world, a single incident doesn't always result in a war.

btw. do you think it will be possible to somehow implement civil wars and secessions? that would be awsome
Civil wars are in, but I'm not sure how they will work. Making revolting cities join another civ shouldn't be too hard, and it should be possible to allow multiple cities to start a new civ.

Willem
Oct 09, 2005, 11:33 AM
Add option to hide units fortified in a city, if not available.

Since Civ 3 already has this option in Preferences, I suspect the same will hold true for Civ 4.

Weasel Op
Oct 09, 2005, 11:58 AM
I think so too, but it came up in another thread so I added it.

holy king
Oct 09, 2005, 04:16 PM
what?
there are civil wars?
meaning some cities declare indipendence and become a new civ, fighting you?
is that confirmed?
how could i miss that out?
answer if it is so!
now!!!!! :crazyeye: :crazyeye: :crazyeye: :crazyeye:

would be too great...

Shigga
Oct 09, 2005, 04:22 PM
Two words: FUTURE AGE :thumbsup:

Weasel Op
Oct 09, 2005, 05:19 PM
what?
there are civil wars?
meaning some cities declare indipendence and become a new civ, fighting you?
is that confirmed?
how could i miss that out?
answer if it is so!
now!!!!! :crazyeye: :crazyeye: :crazyeye: :crazyeye:

would be too great...
Like I said, I don't know how it works. But I know there have been references to civil wars "Civ2 style." I've never played Civ2, so I don't know what that means. I'll find a link and let you see for yourself.

Grey Fox
Oct 09, 2005, 05:22 PM
Like I said, I don't know how it works. But I know there have been references to civil wars "Civ2 style." I've never played Civ2, so I don't know what that means. I'll find a link and let you see for yourself.

No, that was a suggestion from Firaxis on what kind of powerful features CAN be modded into the game, I believe.

Weasel Op
Oct 09, 2005, 05:36 PM
Oh ok, that would explain why I can't find any references in the news archives. Regardless, that will definitely be something to add.

Harrier
Oct 10, 2005, 10:53 AM
I would like to see the Naval aspect of the game improved.

Units now have 100 damage points - I believe.

So if you are using a ship to bombard either terrain or units I would like each bombardment to reduce the damage level by a given number - 5 points for example.

This would reflect the depletion of shells used in the bombardment. At some point the ship would have to return to port to replenish its weapons. One turn fortified in port and its damage points are back to 100.

This would be better IMO than the infinite bombardment you have in Civ3.

Weasel Op
Oct 10, 2005, 11:23 AM
On that note, all ships could have to return to a port every X turns to restock supplies. Not as often as in RL maybe, but enough that you can't keep fleets deployed indefinitely.

holy king
Oct 10, 2005, 04:00 PM
Quote:
Originally Posted by Weasel Op
Like I said, I don't know how it works. But I know there have been references to civil wars "Civ2 style." I've never played Civ2, so I don't know what that means. I'll find a link and let you see for yourself.

No, that was a suggestion from Firaxis on what kind of powerful features CAN be modded into the game, I believe.

oh... civ 2 style would mean you can mod a scenario so, that when for instance a civ loses its capital certain cities will become new civs...
(e.g.: in ww1, when you captured london, egypt would become independent

KingSponge
Oct 11, 2005, 09:05 AM
-Decrease unit sizes


This is the first thing I'm gonna do and I've read there is a "unit scale" setting in an XML file so it ought to be a cinch.

Willem
Oct 11, 2005, 11:47 AM
what?
there are civil wars?
meaning some cities declare indipendence and become a new civ, fighting you?
is that confirmed?
how could i miss that out?
answer if it is so!
now!!!!! :crazyeye: :crazyeye: :crazyeye: :crazyeye:

would be too great...

It's not in the official game as far as I know, but it was mentioned that people will be able to mod it in if they want it to happen.

Weasel Op
Oct 11, 2005, 12:43 PM
Which we do, and will. :D

Crayton
Oct 11, 2005, 03:04 PM
I am already fixing up a code for Civil Wars, the way I want to see them in the game. It should be real fun to experiment with everybody else's models also.

Aussie_Lurker
Oct 11, 2005, 03:09 PM
Given the fact that the game has already been in the hands of some of the biggest modders in the Civ community-for the last few months at least-then I wouldn't be suprised if we see a civil war mod-and a whole host of other mods-right from the get-go!

Yours,
Aussie_Lurker.

troytheface
Oct 11, 2005, 03:12 PM
It would be nice to be able to quickly mod every civ's Air and Naval forces into Civ specific things like Japan gets a Zero and America gets a Lightening ect. A Civ that did not make it to modern times like the Aztecs u can have a bit of fun with- giving them a choice of anyone's models.
I say Ships and Air because there are only a few of those units so it would be a modest flavor mod.
Terrrain could use swamps, and glaciers. Ocean could use some depth.

Weasel Op
Oct 11, 2005, 03:26 PM
Given the fact that the game has already been in the hands of some of the biggest modders in the Civ community-for the last few months at least-then I wouldn't be suprised if we see a civil war mod-and a whole host of other mods-right from the get-go!

Yours,
Aussie_Lurker.
Maybe not actual mods, since the great modders aren't necessarily great programmers, but definitely models and concepts that we haven't even thought of.

troytheface
Oct 11, 2005, 03:35 PM
double post so in short....
Modding Wild animals to attack cities
Modding Barbarians to look like man beast hybrids.
Modding tech to Run Backward.
Modding Population to Decreases with time.
This is for the below mod....

troytheface
Oct 11, 2005, 03:36 PM
wild animals vs mankind but they have a rape option if they take over a city and their progeny become Island of Dr. Moreau -like man beasts which allows them to start a semi civ with.

The goal is to stop the spread of the beasts and find a cure for the radiation poisening as ur population decreases - not increases-as the game goes on. Tech also works in reverse- u have guns until the ammo is gone then u have to use cross bows ect. Other Ai civs are about and u can nuke each other early if u desire- until they run out ...(While at the same time the beasts are learning things like the spear- ergo increasing towards ur civs tech decrease.):scan:

Weasel Op
Oct 11, 2005, 03:42 PM
Sounds like an interesting sci-fi mod concept, probably not something to add in the epic game.

As a compromise on the era-specific improvements issue, I suggest buildings that depend on the era in which they were built. What I mean is the building appearance would depend on era, but it wouldn't change once built. So if you have a city that built a colosseum in the ancient era and one that built a colosseum in the modern era, the former would be a Roman style colosseum and the latter a modern stadium.

LAnkou
Oct 11, 2005, 03:52 PM
Give a second leader for the civ with only one
give a UU depending on the leader: dragons for napoléon, keep musketeers for Louis XIV

for the tech depending on resources, ok but be careful: maybe you discover horses with horseback riding, so needing horses for horseback riding will be dangerous

well, my two cents

Dale
Oct 11, 2005, 03:53 PM
Maybe not actual mods, since the great modders aren't necessarily great programmers, but definitely models and concepts that we haven't even thought of.

You don't need to program to mod. Sure some modders are programmers but good mods can be made with no programming knowledge at all.

Besides, not like python is hard to learn. I picked it up in two weeks. :)

Dale

Spatzimaus
Oct 11, 2005, 03:58 PM
Basically, I want them to code a LOT of things into the editor that they don't use in the core game. For instance, take the issue of changing production from one item to another.

In Civ3, you could change freely and transfer the production.
In Civ4, you can change, but you have to start from scratch, and every turn that you don't switch back to the in-progress item causes you to lose a little of its production.
In Alpha Centauri, the first 10 shields could be transferred, and beyond that you'd lose 50%. (The exception was wonder-wonder transfer, but I'd remove that loophole.)

Now, it's great to say that the Civ4 way is better than the Civ3 way, or the SMAC way was best... I WANT THE OPTION. I want to be able to use a SMAC-like system for a mod.

- Expand game past 2050 (including the 2050 victory condition if possible) with tech tree enhancements to match (cmon sci-fi fans this is ur time to shine, rock that imagination). I want to be able to play for weeks on end and not run out of new units, improvements, or wonders to build.

I did a bit of this in Civ3, although there you're limited by the 4-era hardcoding, so I was only able to stick in a half-era of "future" techs. I was actually working at compacting the first three eras into two, then using the remaining two for modern and future stuff. So, with Civ4's flexible tech tree, I've been designing an expanded version, waiting only for the various modders on this site to produce the building and unit graphics I'd need.

Know what I've realized? You could just cut and paste a good part of the tree from Alpha Centauri. It's already got a nice mix of cultural, military, industrial, and environmental techs, with a few really wierd ones mixed in. Plus, if you wanted to transfer those projects over to Civ4... the wonder movies have already been made! Okay, the ones dealing with Planet don't make much sense for Earth, but the rest would work.

Weasel Op
Oct 11, 2005, 04:17 PM
You don't need to program to mod. Sure some modders are programmers but good mods can be made with no programming knowledge at all.

Besides, not like python is hard to learn. I picked it up in two weeks. :)

Dale
Aussie Lurker was talking about a civil war mod, which would require programming. But you're right, mods like the ones we have made for Civ3 won't require programming.

Harrier
Oct 12, 2005, 06:14 AM
As a compromise on the era-specific improvements issue, I suggest buildings that depend on the era in which they were built. What I mean is the building appearance would depend on era, but it wouldn't change once built. So if you have a city that built a colosseum in the ancient era and one that built a colosseum in the modern era, the former would be a Roman style colosseum and the latter a modern stadium.

I like this idea as you will get European looking cities on the map with a mixture of differnt ages.

I would like to change the concept slightly. As you change eras the building cost and support cost of the improvement should increase a bit. To compensate for the extra cost you get an increase in the benifit of the building.

i.e. A granary needs slightly less food to increase the population..
A forge increases shields by a few extra shields.
A bank gives extra gold (plus 55% commerce instead of 50%) etc.


When you change eras (however that is defined) you then get the option of upgrading your older buildings (like units) to receive the increased benefit. Assuming of course you can afford too.

This could be done in the city screen - position the cursor over a building and a pop-up shows that it can be upgraded, its benefit, its extra cost and support. If you choose to upgrade the city graphic changes.

In somecases the benefit may not be worth the extra outlay. For example a city with just a forge and one mined tile. The few extra shields you get may not be worth the extra outlay. But a city with say 6 mined tiles it would be worth it.

This idea would simulate the improved efficiency of civilizations over the eras and higher costs involved.

For those who think this involves adding too much micro management - they can just keep using the older buidings. But it is no worse than upgrading units. You could also have a multiple or automatic upgrade option if it was wanted - though this would not be as efficient.

Harrier
Oct 12, 2005, 06:24 AM
dragons for napoléon, keep musketeers for Louis XIV

for the tech depending on resources, ok but be careful: maybe you discover horses with horseback riding, so needing horses for horseback riding will be dangerous

well, my two cents

They took away the dinasaur on the world map - so i do not think they will add dragons. :D (only joking - I know its a typo.)

On resources: in DYP and R&R they became visible a few techs before they could be used. This gave you time to either road, colonise or build a city near them before they were needed.


Two more ideas for modding.

1. Unit Support.

Assuming units need support as in Civ3, what happens whwn the money runs out?
Are they disbanded as in Civ3?

If the answer is yes I would like to see the following in a mod.

When you can not afford the upkeep of a unit (for what ever reason) the unit is made immobile, instead of it being disbanded.

You can no longer give it orders - it has mutinied or run out of supplies.

You only regain control of that unit when you have the gold to pay its wages/supplies.

To simulate its lack of readiness for combat the following should also happen.

Each turn it is imobile it should loose 5% of its defense capability. The reverse of a defending unit.

Also if it is attacked and it has first strike capability that should not apply.

Maybe it should also lose a few damage points - to represent those soldiers who mutiny and leave the main body.



2. Great Leaders.

I think there should be a military great leader also.


They could be used for:

1. Has the potential to trigger a Golden Age (or GA). Requires two Great People for the first GA

2. They can discover a Military-Related Technology, for example, Military Tradition.

3. Increases the defence and attack abilities of units they are stacked with by 25%.

4. Build military improvements - e.g. the castle.


They could be generated :

1. Randomly through battles.
2. Points from military specialists. (Which would also need to be added).
3. Points could be accumulated from military improvements.

The military specialist would also improve the experiance levels of units built in that city. Like barracks.

Modifiable
Oct 12, 2005, 12:16 PM
Know what I've realized? You could just cut and paste a good part of the tree from Alpha Centauri. It's already got a nice mix of cultural, military, industrial, and environmental techs, with a few really wierd ones mixed in. Plus, if you wanted to transfer those projects over to Civ4... the wonder movies have already been made! Okay, the ones dealing with Planet don't make much sense for Earth, but the rest would work.

I'm really surprised that with all of the great ideas here, no one has had the idea I had right from the start. Change all of the Techs right from the start, mod some different units, all of a sudden you've got a cIV based SMAC 2! You'd need to change the leaders and things, it would be a lot of work, but it seems like you could have a sequel to SMAC pretty realistically.

Mannu
Oct 12, 2005, 12:32 PM
Instead of "when animals attack" maybe someone can mod that out and in its place enter code for land units similar to how units in ocean tiles work.

If a unit is not within any nations borders, then there is a 1 in N chance each turn that the unit will be "lost in the wilderness".

Designated explorer units could either ignore this or have a much greater chance of not being lost. The rate would be much less than the chance of units at sea being lost though, but still often enough that sending units outside of your borders early is risky. Maybe especially so for settlers or workers who can't defend themselves. This would make resource grabbing by placing cities or colonies more of a risky gambit.

I prefer this to fighting bears... Apologies if this has been suggested already...

Spatzimaus
Oct 12, 2005, 02:04 PM
Change all of the Techs right from the start, mod some different units, all of a sudden you've got a cIV based SMAC 2!

Yes, but I just don't see that happening. The key problem is that SMAC had some mechanics that were substantially different from anything they've had in the Civ series. For instance:
> Air units didn't have to end the turn in a city each turn (and in the late-game, ones that never needed to land)
> Cities could be built on sea tiles
> Fungus, with its impacts on movement, resources, spawning mindworms, etc.
> Landmarks, with their various bonuses
> Psychic combat!
> Formers could raise/lower terrain
> Having unit support be city-by-city, costing shields instead of money, but with re-basing allowed.
> Units with less than one movement point were fractionally less effective, and winning a fight didn't move you into the opponent's square.
> The modular construction system for units, which is drastically different than the promotions system Civ4 is based on.
> All the strange late-game techs; teleportation, orbital insertions, satellites that added food/minerals/energy, that sort of stuff.

My point is, I'd say that these put together are far more than anyone could place in a mod, and many absolutely require the developers to add new capabilities to the engine. It's easier, then, if you keep it on Earth, stick with something closer to the core Civ4 rules, and just grab whatever pieces seem appropriate for a "future" era. That's what I'm talking about; adding maybe 30-40 techs to the end of the tree, with whatever wonders aren't AC-specific.

But, this means that what we should be doing is asking Firaxis to make the first Civ4 expansion be Civ 4: Alpha Centauri! Not only would it work as a stand-alone scenario, but you could play the Epic game, with the combined tech trees. And really, many of these modifications would be good for other scenarios. Fantasy settings want a teleportation option. Quite a few scenarios would benefit from naval cities. And so on.

dsplaisted
Oct 12, 2005, 02:29 PM
Yes, but I just don't see that happening. The key problem is that SMAC had some mechanics that were substantially different from anything they've had in the Civ series.

My point is, I'd say that these put together are far more than anyone could place in a mod, and many absolutely require the developers to add new capabilities to the engine.

I have hopes that it will be possible to implement most or all of the things you mention with the tools that they provide us, especially once they release the SDK. Now, it would require a lot of work, especially for something like the unit design workshop.

I know that the maps are generated with python scripts, so I see no reason why we couldn't modify the map generation to include landmarks. My impression is that almost all of the game logic is moddable. The terrain in alpha centauri had different elevations which it would probably not be possible to display nicely in Civ IV, but that's a limitation of the graphic engine.

Daniel

Weasel Op
Oct 15, 2005, 10:29 AM
Nukes:
Destroy wonders and railroads, but not roads
Destroy all units in target tile, more population
Revert global warming to nuclear winter (change to tundra instead of desert)
MUCH higher chances of nuclear winter (1/10?)
TMP small wonder
Reduce ICBM range to ~1/2 of map
Add tactical nuke a la Civ3
Allow targeting own land/units
Higher diplomatic penalty
Allow NNPT violation with same diplo effects as using nukes

covenant
Oct 15, 2005, 11:23 AM
More and more and more UN options. This might be tough though cause the AI needs to know how to use them.

Things like someone can propose to stop a war between countries. If the vote passes, all units are moved out of the opposing countries territory to the closest friendly territory. And then reparations are made.

Everyone must pay money to the UN. The UN can then use that to send troops to enforce a its policies.

You can ignore things (like the Non-proliferation treaty) at the cost of losing your seat on the UN and negative costs to your diplomatic standings. You can reapply at the next meeting that is five turns after you were ousted.

Things like this will keep the end game much more exciting as you fight to survive in a global world.

Weasel Op
Oct 15, 2005, 11:37 AM
Don't forget optional UN membership. ;)
or is it optional already?

MRM
Oct 15, 2005, 11:37 AM
Revert global warming to nuclear winter (change to tundra instead of desert)

I would say both - the chilling effect let the icecaps grow, OTOH regions near the equator - it would be weird if there is suddenly ice ( should be the last region that is effected by the growing icecaps ) but tropical regions could be punished with less furtile tiles or even growing deserts. Regions at ground zero should IMO allways turn to desert ( exept they are burried by growing icecaps )

MUCH higher chances of nuclear winter (1/10?)
TMP small wonder
Reduce ICBM range to ~1/2 of map
Add tactical nuke a la Civ3
Allow targeting own land/units
Higher diplomatic penalty
Allow NNPT violation with same diplo effects as using nukes

I agree with NNPT violation in generall. Higher diplomatic penalty is IMO not nessecary, after a few nukes you are enemy no 1 for the rest of the world. I just ask myself who to end a nukelear war ? If earth is almost destroyed I think most civs would join a peacedeal, just because they are tired of the nuclearwar after it raged for a while , even if they are extreme hostile against each other now. Just ask myself how this could work ...

Weasel Op
Oct 15, 2005, 11:42 AM
I would say both - the chilling effect let the icecaps grow, OTOH regions near the equator - it would be weird if there is suddenly ice ( should be the last region that is effected by the growing icecaps ) but tropical regions could be punished with less furtile tiles or even growing deserts. Regions at ground zero should IMO allways turn to desert ( exept they are burried by growing icecaps )
I meant a shift towards tundra, not directly to tundra. Desert > plains > grassland > tundra; forest > base > tundra.
Depending on how the polar regions work (it's hard to tell from the screenshots) it may be possible to have growing ice sheets that cover sea and land alike.

Weasel Op
Oct 17, 2005, 06:28 PM
Yar!
There should be some form of piracy. The privateer in Civ3 just didn't cut it. I'm not really sure how to implement it, but it should be something that can actually affect the game.

hajmyis
Oct 17, 2005, 06:37 PM
I would like to see the Civics system expanded.....how way more in each category like atleast ten, and be able to choice 2 or three in each category....8)

Weasel Op
Oct 17, 2005, 06:41 PM
Choose 2 or 3 different options in the same civics catergory? How would that work?

holy king
Oct 17, 2005, 06:46 PM
i say it again: i want civil wars!!!!!!!!!!!!!!!
any programmer who can hear me out there????????????????

Weasel Op
Oct 17, 2005, 06:51 PM
This one can. Unfortunately this one doesn't know C++ and only a little bit of C.

holy king
Oct 17, 2005, 06:54 PM
GRRRRRRRRR:mad: :mad: :mad:
if cant do it get out of my sight :mischief: :D :D ;)

hajmyis
Oct 18, 2005, 06:16 PM
Choose 2 or 3 different options in the same civics catergory? How would that work?

like there would be 10 civics in each catergory, and one would be able to chose 2 of them. I not sure way that does not make sense to you, if u could explain the confusion to me the maybe i could explain what i mean a little better....

Weasel Op
Oct 18, 2005, 06:27 PM
Well they would all have different advantages and disadvantages, so the traits could cancel each other out. And it doesn't really make sense for a nation to have 3 different policies in the same catergory. I just don't see how it work.

If not available, add an option to disable the world during a game for GOTM and other competitions.

Red Door
Oct 24, 2005, 07:28 PM
What about a UN Peacekeeper unit who could attack without declaring war. Like in World 2004.

Aussie_Lurker
Oct 24, 2005, 09:14 PM
That could be very, VERY easy to mod in. You could have the UN peacekeeper be a unit which requires the UN to actually build. You can then gift the unit to civs-particularly if you have brokered peace between them. Additionally, the peacekeeper could be either an infantry or mech infantry unit with the City Defender promotion.

Yours,
Aussie_Lurker.

ChrisMDP
Oct 25, 2005, 05:34 AM
Perhaps UN Peackeepers can't attack, they can only defend?

Aussie_Lurker
Oct 25, 2005, 06:02 AM
Thats a good idea Chris :goodjob:, better yet we know that this ability exists in the game-the Machine Gunner is a unit which can defend only!!

Yours,
Aussie_Lurker.

Craterus22
Oct 25, 2005, 07:31 AM
What about a UN Peacekeeper unit who could attack without declaring war. Like in World 2004.

I was thinking the same thing except defend only and - let the UN wonder pump out a free (non-buildable) peacekeeper every 10 turns or so... perhaps hidden nationality?

Naokaukodem
Oct 26, 2005, 01:42 AM
Expanded and multi-path Tech Tree.

Solostian
Dec 20, 2005, 03:25 PM
Non-nuclear missile units
- ballistic missiles (ie: V-2, Scud, ...)
- guided missiles (ie: Patriot, Anti-ICBM shield, ...)
- cruise missiles (ie: Tomahawk, ...)

Satellite units
- media
- spy
- weapons platform

Space Station (National Wonder)

International Space Station (World Wonder)

Orbiting Space Colony

Lazer siege unit

Customizable time limit

ICBMs are not nearly scary enough, they need to be city-killers