View Full Version : Mod ideas
C~G Aug 19, 2008, 09:55 AM So now that there's some info about the game I would like to ask what kind of mods you are expecting the modding community provide for the gaming experience?
Here are some that I'm looking for
*Portugal added (at least, others nations as well)
*New Founding Fathers (There are plenty that aren't in the game)
*New Leaders (each nation should have three)
*Unique units (each nation or each leader, how they are exactly implented, have no idea)
*More turns (400, 500, 600 respectively)
*Slavery implented (Slave unit etc.)
*Pirates added (pirates, that don't work for nobody, similar to barbarians)
*Ability to continue game after independency (introducing the period of industralization, railroads etc.)
*Extra winning conditions (like chance to win the game without independency war)
*New resources (if just possible example dyes, diamonds)
*Events (is this possible with Colonization engine?)
I would like also hear the opinions of mod makers and such, are these possible or have they already considered such elements to their mods.
Of course this bit early but maybe this will bit help us who are impatiently waiting for the game. I don't usually wait for games and have played really little lately anything but this game is different.
And even few of those things mentioned above to become as an option through mods for the game would be like dream come true.
Discuss.
Lord Shadow Aug 19, 2008, 10:35 AM You're asking quite a lot! :p
According to the PolyCast, if I heard correctly, there are three game speed settings by default: Quick, Normal and Epic (225, 300 and 450 turns, respectively). They mentioned a 900-turn entry, but I think it was disabled at the time. I'd love that, though. :D
C~G Aug 19, 2008, 10:38 AM You're asking quite a lot! :pWell, you gotta start from somewhere.
It's about sharing ideas rather than posting requests.
Personally I consider Portugal a must, same with slavery and pirates but otherwise...
According to the PolyCast, if I heard correctly, there are three game speed settings by default: Quick, Normal and Epic (225, 300 and 450 turns, respectively). They mentioned a 900-turn entry, but I think it was disabled at the time. I'd love that, though. :DI completely missed that part...450 turns sounds great.
Don't you have any ideas for mod(s)?
Lord Shadow Aug 19, 2008, 10:52 AM I don't usually mod my games too much, to be honest. Just add a civilization, unit or leader here and there, touch up a colour or two, but nothing drastic like it would be to add a whole industrial period or a slavery system. I'm all for small changes.
In the case of Colonization, I'm concerned about the amount of nations one might want to add. There's already over 10 players in any given game (the four European nations plus all the native tribes), and if you add Portugal, Denmark-Norway, Sweden, Russia, Germany, China, Turkey, and so on and so forth... I don't know, the map will become saturated past a certain point.
More resources might be nice, but that can easily go overboard as well. In general, add too many things and the game loses its identity, sort of speaking. The quote that comes up when you research Engineering in Civ4 perhaps describes my point:
"A designer knows he has achieved perfection not when there is nothing left to add, but when there's nothing left to take away."
Hitti-Litti Aug 19, 2008, 10:59 AM Map of Africa would be very cool. I'm pretty sure that someone will do it.
Tmoney02 Aug 19, 2008, 12:05 PM Don't forget to add to the list the Fountain of Youth, preferably with original music. I have no idea if this is doable but the programmers seemed to think it would be in the podcast.
GeoModder Aug 19, 2008, 12:15 PM Mod ideas?
Civ4: Colonization of the Moon. :D
Onionsoilder Aug 19, 2008, 04:43 PM I would like to see(will be repeating some already mentioned stuff):
1) Portugal added in. Enough said.
2) Africa scenario, complete with African tribes. I do not want to see the Iroquois in Africa. Also, it should be complete with gold, diamonds, ivory, and other African resources.
3) China 1421 scenario. Basically, the same thing as a normal game, but China also starts on the east coast.
4) Non-Independence victories. Maybe you can buy your freedom if you make enough money, or establish an alliance with your home country were your colony gets a voice in the government and how much your taxed, something like that.
5) More units then Dragoon and Soldier.
Dale Aug 19, 2008, 05:43 PM 3) China 1421 scenario. Basically, the same thing as a normal game, but China also starts on the east coast.
Wouldn't that be WEST coast?
Lord Shadow Aug 19, 2008, 05:52 PM Since your mother country owns you, you have no leverage over it. You can't buy your freedom because the gold isn't yours to begin with, and there's no need for an alliance since, again, they own you. :undecide:
C~G Aug 19, 2008, 05:56 PM Since your mother country owns you, you have no leverage over it. You can't buy your freedom because the gold isn't yours to begin with, and there's no need for an alliance since, again, they own you. :undecide:But I think there's point to it.
Example maybe you could buy reputation from foreign nations to pressurize your mother country to give you independency?
Or maybe there could be even kind of space race where acquiring certain founding fathers (costly of course) could give you shot at independency without the war example through diplomacy etc.
It would make the game less concentrated into the independency war and preparation to it and give chance for other kind of strategies.
Since I'm not expert in modmaking I have no idea is it possible though.
Lord Shadow Aug 19, 2008, 06:19 PM Pressure from other European nations seems to be the best alternative, since it presents an external threat to your motherland instead of an internal one (which could generally be dealt with through the use of the Royal Expeditionary Force).
As for actually modding that, it sounds like it's a job for Python and the SDK. Unfortunately, I'm only familiar with XMLs.
C~G Aug 19, 2008, 06:21 PM As for actually modding that, it sounds like it's a job for Python and the SDK. Unfortunately, I'm only familiar with XMLs.Yeah, same here...that's why I'm asking for it here. Pretty please. ;)
Faille Aug 19, 2008, 06:28 PM I'm actually very interesting in seeing more gameplay after winning the war of independence.
What do you think about after gaining your own independence, your objective becomes to make sure there are no more colonies in the new world. You can achieve this by either helping the other colonies gain their independence, or by conquering them!
Honolulu Blue Aug 20, 2008, 08:32 AM One irritation with Col Classic is that all the countries started out at the same time with more or less the same resources. In real life, the colonization of America was spread out over a century or so with each country taking turns.
I'd like someone to mod in the ability to have different countries start out at different times, possibly with different resources (money? missionary? privateer??). I'd accept either the clock running from 1492, or 300 turns from whenever they start.
Also, I'd like the ability to play a barbarian/pirate. Give me an island settlement with strictly limited expansion and building options, along with a "privateer", and see how long I can survive.
dc82 Aug 20, 2008, 10:07 AM Wouldn't that be WEST coast?
The suggestion was based on the book "1421: The Year China Discovered the World," where Gavin Menzies suggests that one of Zheng He's ships sales around Africa and ends up on the east coast of the Americas.
It would make for a very interesting scenario (though I would even go as far as having the Chinese land on both ends, maybe toss the Japanese on the west coast for kicks). It would probably be a heavy-duty MOD though, since... John Adams and George Washington as Founding Fathers wouldn't fit quite as well for them...
Dale Aug 20, 2008, 02:49 PM East west, doesn't matter. 1421 is false. :)
C~G Aug 20, 2008, 03:37 PM The suggestion was based on the book "1421: The Year China Discovered the World," where Gavin Menzies suggests that one of Zheng He's ships sales around Africa and ends up on the east coast of the Americas.
It would make for a very interesting scenario (though I would even go as far as having the Chinese land on both ends, maybe toss the Japanese on the west coast for kicks). It would probably be a heavy-duty MOD though, since... John Adams and George Washington as Founding Fathers wouldn't fit quite as well for them...And how in the name of earth they are going to sail back every time they go back to mother country?
Pretty big disadvantage compared to europeans if you think about it.
Let alone we have to come up with numerous founding fathers and leaders that are completely imaginery beings.
dc82 Aug 20, 2008, 04:57 PM And how in the name of earth they are going to sail back every time they go back to mother country?
Pretty big disadvantage compared to europeans if you think about it.
Let alone we have to come up with numerous founding fathers and leaders that are completely imaginery beings.
Chill out...
First... it was just a scenario idea - one of those what-if scenario's. The Chinese can operate in a different way than the European civs.
Two... the ships of Zheng He were VERY impressive, in comparison to those of Columbus over half a century later. A fleet of 200-300 ships (http://upload.wikimedia.org/wikipedia/commons/1/10/Zheng_He%27s_ship_compared_to_Columbus%27s.JPG.jpg ), holding 28,000 crewmen. They definitely had the ability to traverse around the world and back if desired.
Even if it was just a one time event, it would be an interesting "scenario," of having 30k Chinese people to deal with in the New World, for both the Europeans and Native Americans.
Three... that was my point before, it would take a lot of work to come up with Founding Fathers that would work for a Chinese scenario. But then again, all your suggestions is going to take a lot of time and work as well.
Either way, this was just a respond to one person's scenario idea, which can definitely work on both historical and/or imaginary parameters to make for an interesting game.
C~G Aug 20, 2008, 05:15 PM Sorry if I sounded wrong there. Geez, what I was thinking.
All ideas are of course welcomed. :)
Of course the things I pointed out create bit difficulty when you think about it to make the scenario at least bit belieavable or playable.
Personally I wasn't asking specific scenarios since it takes really concentrated effort to pull it through (just like yours even though with right team it's of course is possible) but more like general mods that would make the game have more options.
dc82 Aug 20, 2008, 06:16 PM Sorry if I sounded wrong there. Geez, what I was thinking.
All ideas are of course welcomed. :)
Of course the things I pointed out create bit difficulty when you think about it to make the scenario at least bit belieavable or playable.
Personally I wasn't asking specific scenarios since it takes really concentrated effort to pull it through (just like yours even though with right team it's of course is possible) but more like general mods that would make the game have more options.
I definitely agree with many of your points for adjustment for the game. I think they're good ideas that keep or enhance the basic game.
But like Civ4, there's also MODs out there that are a bit more of a stretch (and those that are way out there). To the idea of the Chinese in the New World, while obviously not historical, it's not totally out of the realm of reality. The technology and manpower was there. I think given a few factor tweaks and a bit of luck, things could have turned out different. It'd definitely be a more of a stretch but it would be interesting.
But yeah, I'd love to have a MOD that guides the game along more a historical route (a la Rhye), to give it more of a historical feel.
Aussie_Lurker Aug 20, 2008, 11:39 PM I think it should be possible to earn your independence without going to war. I mean, not every country in the New World had to fight a war for its independence. I think the ability to buy influence and recognition with both foreign powers and those within your own nation should be a good, non-violent way to achieve independence-as is the idea of using Founding Fathers-perhaps a combo of the two systems (after all, Benjamin Franklin spent a lot of time going to Europe to bolster America's case for autonomy or independence.)
Aussie.
C~G Aug 21, 2008, 02:04 PM Those are pretty much what I have thought as well.
One possibility could be tie it to the rebel sentiment or the amount of your liberty bell production for founding fathers.
I-am-a-panda Aug 23, 2008, 05:23 AM I think it should be possible to earn your independence without going to war. I mean, not every country in the New World had to fight a war for its independence. I think the ability to buy influence and recognition with both foreign powers and those within your own nation should be a good, non-violent way to achieve independence-as is the idea of using Founding Fathers-perhaps a combo of the two systems (after all, Benjamin Franklin spent a lot of time going to Europe to bolster America's case for autonomy or independence.)
thats basically the equivalent of a culture victory. I guess it could be caled a Influence victory.
new victory type: domination- be the only colony left in the new world
New recourse - salt - obtainable by crops or by building a distilation building in a seaside colony and gaining salt from the ocean.
Onionsoilder Aug 23, 2008, 12:05 PM thats basically the equivalent of a culture victory. I guess it could be caled a Influence victory.
new victory type: domination- be the only colony left in the new world
New recourse - salt - obtainable by crops or by building a distilation building in a seaside colony and gaining salt from the ocean.
Domination (as you put it) won't work really well, since it is not impossible for a two(or even all three) of the opposing colonies to be wiped out within the first few turns. Perhaps there should be a certain % of land you need to take.
Salt is good, I would also like to see fruit and gold(ore).
I-am-a-panda Aug 23, 2008, 02:27 PM Refinement of domination victory - Renamed: Conquest - Defeat all three colonies and 75 % of Native american forces
Domination: Have 50 % more land, Population, Army or Gold (any combination of two) than your next best opponent for 10 turns.
Influence: Win 51% of Parliaments support by Bribing politicians or doing quests for them (like sink 5 dutch ships), Sending Founding Fathers to the Motherland 9they give + 5% support but you lose their abilities) and sending goods requested by parliament home.
Aussie_Lurker Aug 23, 2008, 07:05 PM Interesting idea, I-am-Panda. Perhaps have a "Quest Victory". During the game, each civ receives about 4-8 quests it needs to complete-with all quests having a strong Colonial theme. You might have quests like "assimilate X% of all natives on your current land-mass." "Acquire City X from the French through non-military means (Culture or Trade-think the Louisiana Purchase)", "Build cities and roads to link the East and West Coasts of your land-mass". etc etc.
You would get points for completing the quest, with extra points earned for each turn before the deadline in which you achieve it. Whichever civ gets a certain number of Quest Points first wins the game.
Aussie.
I-am-a-panda Aug 24, 2008, 02:50 PM Quest is a good idea. But a strong trade nation could eliminate all other nations by buying them. This would give an advantadge to the ffutch would it not?
Saint Rising Aug 24, 2008, 02:58 PM Well, one thing I would like to see is something like the Barbarian mod for Warlords, except you get to be pirates. And instead of destroying the colonies, your goal would be to capture so much loot, sort of like the Viking one. Sort of a mix between those two.
Plus, there's always the chance that there will be expansion packs, so...some of these things might already be in the works... *shifty eyes*
EDIT: Though my idea would be more like a scenario than a mod. It would, however, take some modding to make it work.
tour86rocker Oct 04, 2008, 10:06 AM We'd better not have to pay more for an expansion of this. It's almost totally bare of random events and compelling new features. They better not have been just giving themselves room to improve.
nate895 Oct 04, 2008, 01:39 PM I think a way to play after Independence is good. When I play a Sid Meier game I am looking for that "one more turn..." style of play. This one is more like "how fast can I kick the King's ass?" than "What else can I accomplish, even if it doesn't contribute to my score?" I either want an independence victory, and then an option to go on as independent after victory in spirit of "one more turn..." or some post-independence victory conditions.
Infantry#14 Oct 04, 2008, 08:12 PM just a thought, but how about the colonies invading the homehand after declaring independence
tour86rocker Oct 05, 2008, 03:12 AM nate, I agree. Currently, if you try to play in "One more turn..." mode, it doesn't make much sense. The king continues to raise your taxes and communicates with you regularly. Your home country remains the European port that you trade with and boycotts continue to be in effect.
I wish we could have diplomatic contact/war with other kings for fun after we've won.
Jabie Oct 05, 2008, 10:14 AM Events might be quite easy to add and would improve the replay value. Ideally they should be a game option so those that want them can play with them, and those that don't, do not have to.
A BUG mode for Col might help cut down on a lot of the micromanagement and generally improve the playing experience.
NighthawkCP Oct 05, 2008, 11:24 AM Is there anyway to build a random events generator live BtS has into Col? I disagree with the opinion that they would destroy the game for you. I think random events had a dramatic positive and negative effect in the New World, and it would add more realism to the situations.
I would like to see things happen to you, your opponents, your ships, the Indians, etc. Smallpox outbreaks in Indian camps, Pirate attacks, a mast coming loose on a ship slowing it down until it makes it to port, a rogue wave wiping it out, a strong breeze bringing ships in faster, a storm slowing down your wagon trains for a turn, etc.
I would also like to see ship captures. Privateers didn't just loot the ships. A lot of times they would take a prize and add it to their fleet. It might not be part of the original game, but I think it would add a bit of realism, and make any sort of Pirate factions life easier to simulate in another mod. Taking prizes was a big part of naval action in the Age of Sails, and would be a fun addition to the WoI, as you can lose ships to capture, but in a sucessful engagement, you could end up grabbing ships. Any thoughts on that?
tour86rocker Oct 05, 2008, 04:32 PM BtS style random event quest idea:
The Holy Father has designated the colony of Isabella as the seat of the first diocese in the new world. He asks that you build one Cathedral and two Churches in New (Spain or whathaveyou)
Reward:
1000 Religious Points or crosses or some firebrand preachers
The same event could be available to even the English, but their event could say Archbishop of Canterbury or something.
Does anybody have any idea why the English get Jesuit Missionaries? For most of the span of the game's timeframe, RL England was suppressing Catholics and their religious orders.
SerriaFox Oct 05, 2008, 04:45 PM English suppression is why they went to Maryland.
The colonies didn't believe in Religious freedom, they believe in segregation
Catholics to Maryland
protestant to Boston
and the 1st amendment was made not to promote religious tolerance in the states but to prevent the colonies from going to war over religion
Jabie Oct 08, 2008, 01:15 PM I disagree with the opinion that they would destroy the game for you. I think random events had a dramatic positive and negative effect in the New World, and it would add more realism to the situations.
They wouldn't destroy the game for me, quite the opposite. However, there may be some players that do not like them, so if they form part of a bigger mod (Age of discovery II, for instance) they should be optional.
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