Prebral
Feb 03, 2007, 07:12 PM
Hi all,
I have few suggestions for Civ4 mods which I think might be worth considering. I am unable to code it myself (lack of time and expertise), but I want to share these, just for inspiration.
1) resources system
Resources system of CivIV is a bit unrealistic. You can trade resources like horses for dozens of years, but if your trading partner decides to stop, you are sudenly horseless. Also, mineral resources can not be depleted. Maybe it would be interesting to divide resources into three categories:
a) spreading resources (horses, pigs, corn...) - if you trade these resources with someone and have none on your territory, there is a slight chance, that a new resource of this type will appear inside your cultural borders.
b) mineral resources (oil, coal, iron...). These are limited and can be depleted. Every year of usage removes one conter from the resource tile and every unit or buliding requiring it removes some too when finished. Each resource has cca four sets of these counters. If you have proper mining or processing enhancing technology (mining, engineering, gunpowder, steam power, electricity or something like this), you are able to access more of this resource. Recycling center reduces depletion of resources by new buildings and units. This can start an interesting competition between civilizations when their resources are close to depletion.
c) other resources (fish, hit musicals...) - no change
2) military organization civics:
Military organization has undergone important changes and paradigm shifts during history and there is enough variability to use these as a category of civics. It should look somehow like this...
a) tribal (no upkeep; no tech required; no special effects; this is a tricky one, in most primitive societies, every man was a potential warrior, but there were no standing armies - which both leads to a different civic. We however need some "default", so let it be this.)
b) military democracy (low upkeep; iron working; free units up to sum of town sizes; extension of the tribal system - every man is a potential fighter, but they may follow a strong leader on their will and are used to military life. Celts, Migrations period, Homeric Greece...)
c) professional army (high upkeep; monarchy; +3 experience and free Combat I promotion; large body of paid military professionals under control of state authority, military career is possible. Rome, asian empires, modern USA)
d) vassal system (medium upkeep; feudalism; can draft in each happy city; each vassal has a duty to establish a local army body if asked, medieval Europe)
e) mercenary army (high upkeep; currency; can hurry units production by money; 30-years war)
f) universal forced conscription (medium upkeep; nationalism /maybe earlier - monotheism?/; free barracks in every city, can sacrifice poulation to hurry military production; every able citizen gets military training, usually also a military rank and can be anytime called to service, usually large absolutistic/totalitarian empires or democracies during critical wartime)
g) civic militia (low upkeep; liberalism; attacked city "drafts" a defender until it stays happy if attacked and there is no one to protect it; a civic/libertarian concept, Switzerland, small states fighting for survival or otherwise well-motivated)
I have few suggestions for Civ4 mods which I think might be worth considering. I am unable to code it myself (lack of time and expertise), but I want to share these, just for inspiration.
1) resources system
Resources system of CivIV is a bit unrealistic. You can trade resources like horses for dozens of years, but if your trading partner decides to stop, you are sudenly horseless. Also, mineral resources can not be depleted. Maybe it would be interesting to divide resources into three categories:
a) spreading resources (horses, pigs, corn...) - if you trade these resources with someone and have none on your territory, there is a slight chance, that a new resource of this type will appear inside your cultural borders.
b) mineral resources (oil, coal, iron...). These are limited and can be depleted. Every year of usage removes one conter from the resource tile and every unit or buliding requiring it removes some too when finished. Each resource has cca four sets of these counters. If you have proper mining or processing enhancing technology (mining, engineering, gunpowder, steam power, electricity or something like this), you are able to access more of this resource. Recycling center reduces depletion of resources by new buildings and units. This can start an interesting competition between civilizations when their resources are close to depletion.
c) other resources (fish, hit musicals...) - no change
2) military organization civics:
Military organization has undergone important changes and paradigm shifts during history and there is enough variability to use these as a category of civics. It should look somehow like this...
a) tribal (no upkeep; no tech required; no special effects; this is a tricky one, in most primitive societies, every man was a potential warrior, but there were no standing armies - which both leads to a different civic. We however need some "default", so let it be this.)
b) military democracy (low upkeep; iron working; free units up to sum of town sizes; extension of the tribal system - every man is a potential fighter, but they may follow a strong leader on their will and are used to military life. Celts, Migrations period, Homeric Greece...)
c) professional army (high upkeep; monarchy; +3 experience and free Combat I promotion; large body of paid military professionals under control of state authority, military career is possible. Rome, asian empires, modern USA)
d) vassal system (medium upkeep; feudalism; can draft in each happy city; each vassal has a duty to establish a local army body if asked, medieval Europe)
e) mercenary army (high upkeep; currency; can hurry units production by money; 30-years war)
f) universal forced conscription (medium upkeep; nationalism /maybe earlier - monotheism?/; free barracks in every city, can sacrifice poulation to hurry military production; every able citizen gets military training, usually also a military rank and can be anytime called to service, usually large absolutistic/totalitarian empires or democracies during critical wartime)
g) civic militia (low upkeep; liberalism; attacked city "drafts" a defender until it stays happy if attacked and there is no one to protect it; a civic/libertarian concept, Switzerland, small states fighting for survival or otherwise well-motivated)