GoodGame
Jan 02, 2007, 09:33 AM
Just a Single Player mod idea for us that aren't buying Warlords real soon :goodjob:
A vassalization victory, a holy empire, and councils.
I'd call this the "Little V" mod.
1. Vassalization Victory
----Basically a way to encourage the AI to surrender to you for a Domination victory without the tedium of erasing all their archer cities with your longbowmen and war elephants. The vassals have a nominal existence in the game, but their cities can be conquered. The player gains some minor benefits from the vassal in compensation for protecting the vassal. Rather than you getting their cities and land, they surrender their victory points to you. They no longer gain victory points or do research, and this vassalization is irreversible (they'll never revolt, but the game will be hardcoded so you can't attack them either) but they will still grow population, trade goods, and give you access to the strategic resources (iron, coal, aluminum,...)
Vassalization Effects:
The players gets a permament Open Borders agreement with the Vassal.
The player does not get direct use of the Vassals land (determined by culture borders).
The vassals slider bars will be set to 100% Gold, unless they knew Drama or Construction at the time of vassalization---in which case the sliders will be set to 80% Gold and 20% Culture (to support any possible theatres/coliseums)
Vassal's Wonders's effects are NOT transferred to the player. Same for National wonders (these won't even count). All Wonders's GPP will be reset to zero.
(This may be programming intensive--alternatively all Wonders will be 'razed' if that solution is easier to implement)
Vassal's population, :mad: (anger), and culture can still grow during the game. The vassal won't produce slider bar Culture, but cities's buildings, wonders, and religions will still produce their culture.
Potentially the vassal can steal tiles and from the player by culture; The vassal can never culture flip a player's city. If the vassal cultre flips another AI's city, than that city goes to the player, and not the vassal.
The vassal will produce food, and therefore grow population, including angry population; The vassal's cities will be set to City Govenor with emphasis on Gold coins, and Avoid Growth.
Vassals never feel unhappiness caused by war. They do feel it caused by Universal Suffrage in the neighborhood.
The vassal stops conducting diplomacy with everyone but the player; All previous deals are automatically canceled; No diplomatic reactions from those deal cancellations are transferred
(although a -1 modifier for something like "You refused to give us tribute" might be appropriate, though renamed to "You stole our supplier" :) )
The vassal will only trade luxuries (except ivory) that it has excess of, but it automatically gives all strategic resources to the player (e.g. iron, copper, elephants, horses, coal, etc..) including duplicates. Luxuries are traded in the diplomacy menu.
Any victory points the vassal acquired prior to vassalization are transferred to the player by some means to be decided.
(perhaps at a reduced rate? Or perhaps a fresh, one-time point assessment at the start of the vassalization is transferred to the player? Have to analyze cases of this to see which is the most fair, balanced way)
The vassals land percentages and pop percentages are transferred to the player for Domination victory scoring purposes, turn by turn.
Any techs they have get transferred to you; They stop producing research for the rest of the game.
The vassal retains most military units, which are then fortified in vassal cities but stops producing units. Nukes, Workers, naval craft, and non-fighter aircraft are gifted to the player that owns the vassal. Vassal's units will only defend in city for the rest of the game (never attack, not even to repel invaders), and no experience points/promotions will be awarded. Units that the vassal can afford will be disbanded proportionally (disbanding ones from the cities with the most units).
Trade routes between individual cities of the vassal and the player, or other AI, are not allowed.
Once Currency is attained, the vassal cities produce Wealth (the only thing that vassals will ever produce) which is transferred to the player's capital at a reduced rate (I'm thinking the player gets 50% of all vassal Wealth----so in effect, 1/4 of the hammers that the vassal produces each turn); This gift will happen every turn and is treated as one trade route.
(potentially it can be bumped for being to minor?)
The vassal doesn't produce anymore great people (all vassal cities's GPP are permamently set to zero) and can't run specialists; In the case of the Mercantilism civic and similar free specialist events, the vassal doesn't get any free specialists.
(At the start of vassalization, a fraction of the sum of all GPP earned in the vassal cities prior to vassalization is transfered to the player's capital, before the vassal's GPP's are permamently set to zero?)
Vassals adopt the civics of their owner, except Mercantilism is always replaced by Decentralization, and Vassalage and Theocracy/Organized Religion are downgraded to Hereditary Rule and Paganism.
Vassals can only be attacked by AI at war with the players (i.e. Vassal = the player for international diplomacy). Vassal cities can be captured at which point they lose vassal status (of course). If re-captured by the player, they do not regain vassal status, but treated as normal cities.
(This is potentially exploitable by the player---should be analyzed later).
Vassalization
Mechanics/Causation:
1. AI may be on Friendly terms with the player (meaning you probably have to share religions, be nice). Perhaps a criteria here is the "Holy Empire" post #2, with the vassalisation being automatic if HE is a member for say 50 turns, and still be on Friendly terms. This would be a partial Diplomatic victory in away, one civ at a time.
OR
2. Player may have forced enemy AI to request peace treaty to end it's player vs. AI war.
I suspect this should involve more detail---AI might have the same religion (or even be a "Holy Empire" member--see post #3). Or the AI might measure it's current unit type (e.g. archer, longbowmen) vs. that of the opponent, and also see if it has researched any better units that aren't in production; If the comparison is unfavorable, the AI might agree to be a vassal. And possibly, the player must be in the Vassalage civic to force the AI to agree to be a vassal?
CRITERIA?
Overall, this might be expanded to an AI vs AI action, and possibly even multiplayer.
Currently I have zero modding skills---so consider this a request if you would (though I may develop it here later).
A vassalization victory, a holy empire, and councils.
I'd call this the "Little V" mod.
1. Vassalization Victory
----Basically a way to encourage the AI to surrender to you for a Domination victory without the tedium of erasing all their archer cities with your longbowmen and war elephants. The vassals have a nominal existence in the game, but their cities can be conquered. The player gains some minor benefits from the vassal in compensation for protecting the vassal. Rather than you getting their cities and land, they surrender their victory points to you. They no longer gain victory points or do research, and this vassalization is irreversible (they'll never revolt, but the game will be hardcoded so you can't attack them either) but they will still grow population, trade goods, and give you access to the strategic resources (iron, coal, aluminum,...)
Vassalization Effects:
The players gets a permament Open Borders agreement with the Vassal.
The player does not get direct use of the Vassals land (determined by culture borders).
The vassals slider bars will be set to 100% Gold, unless they knew Drama or Construction at the time of vassalization---in which case the sliders will be set to 80% Gold and 20% Culture (to support any possible theatres/coliseums)
Vassal's Wonders's effects are NOT transferred to the player. Same for National wonders (these won't even count). All Wonders's GPP will be reset to zero.
(This may be programming intensive--alternatively all Wonders will be 'razed' if that solution is easier to implement)
Vassal's population, :mad: (anger), and culture can still grow during the game. The vassal won't produce slider bar Culture, but cities's buildings, wonders, and religions will still produce their culture.
Potentially the vassal can steal tiles and from the player by culture; The vassal can never culture flip a player's city. If the vassal cultre flips another AI's city, than that city goes to the player, and not the vassal.
The vassal will produce food, and therefore grow population, including angry population; The vassal's cities will be set to City Govenor with emphasis on Gold coins, and Avoid Growth.
Vassals never feel unhappiness caused by war. They do feel it caused by Universal Suffrage in the neighborhood.
The vassal stops conducting diplomacy with everyone but the player; All previous deals are automatically canceled; No diplomatic reactions from those deal cancellations are transferred
(although a -1 modifier for something like "You refused to give us tribute" might be appropriate, though renamed to "You stole our supplier" :) )
The vassal will only trade luxuries (except ivory) that it has excess of, but it automatically gives all strategic resources to the player (e.g. iron, copper, elephants, horses, coal, etc..) including duplicates. Luxuries are traded in the diplomacy menu.
Any victory points the vassal acquired prior to vassalization are transferred to the player by some means to be decided.
(perhaps at a reduced rate? Or perhaps a fresh, one-time point assessment at the start of the vassalization is transferred to the player? Have to analyze cases of this to see which is the most fair, balanced way)
The vassals land percentages and pop percentages are transferred to the player for Domination victory scoring purposes, turn by turn.
Any techs they have get transferred to you; They stop producing research for the rest of the game.
The vassal retains most military units, which are then fortified in vassal cities but stops producing units. Nukes, Workers, naval craft, and non-fighter aircraft are gifted to the player that owns the vassal. Vassal's units will only defend in city for the rest of the game (never attack, not even to repel invaders), and no experience points/promotions will be awarded. Units that the vassal can afford will be disbanded proportionally (disbanding ones from the cities with the most units).
Trade routes between individual cities of the vassal and the player, or other AI, are not allowed.
Once Currency is attained, the vassal cities produce Wealth (the only thing that vassals will ever produce) which is transferred to the player's capital at a reduced rate (I'm thinking the player gets 50% of all vassal Wealth----so in effect, 1/4 of the hammers that the vassal produces each turn); This gift will happen every turn and is treated as one trade route.
(potentially it can be bumped for being to minor?)
The vassal doesn't produce anymore great people (all vassal cities's GPP are permamently set to zero) and can't run specialists; In the case of the Mercantilism civic and similar free specialist events, the vassal doesn't get any free specialists.
(At the start of vassalization, a fraction of the sum of all GPP earned in the vassal cities prior to vassalization is transfered to the player's capital, before the vassal's GPP's are permamently set to zero?)
Vassals adopt the civics of their owner, except Mercantilism is always replaced by Decentralization, and Vassalage and Theocracy/Organized Religion are downgraded to Hereditary Rule and Paganism.
Vassals can only be attacked by AI at war with the players (i.e. Vassal = the player for international diplomacy). Vassal cities can be captured at which point they lose vassal status (of course). If re-captured by the player, they do not regain vassal status, but treated as normal cities.
(This is potentially exploitable by the player---should be analyzed later).
Vassalization
Mechanics/Causation:
1. AI may be on Friendly terms with the player (meaning you probably have to share religions, be nice). Perhaps a criteria here is the "Holy Empire" post #2, with the vassalisation being automatic if HE is a member for say 50 turns, and still be on Friendly terms. This would be a partial Diplomatic victory in away, one civ at a time.
OR
2. Player may have forced enemy AI to request peace treaty to end it's player vs. AI war.
I suspect this should involve more detail---AI might have the same religion (or even be a "Holy Empire" member--see post #3). Or the AI might measure it's current unit type (e.g. archer, longbowmen) vs. that of the opponent, and also see if it has researched any better units that aren't in production; If the comparison is unfavorable, the AI might agree to be a vassal. And possibly, the player must be in the Vassalage civic to force the AI to agree to be a vassal?
CRITERIA?
Overall, this might be expanded to an AI vs AI action, and possibly even multiplayer.
Currently I have zero modding skills---so consider this a request if you would (though I may develop it here later).