View Full Version : The Mod request list


The Snug
Sep 06, 2008, 03:09 PM
Let's make this a working thread regarding mods we would like to see be made. It would also be nice if modders themselves could announce their intentions to make a particular mod here.

Here's an initial list:
Slavery and civil war mod
Africa mod
Asia mod

New Colonizers
Portugal
Scandinavia (Sweden, Denmark, Norway combo)
Russia
Germany
Italy
Belgium (for an African mod)

Personally, I'd like to see a World Colonization mod that would add Asia, Africa, all of the aforementioned civs; and that included the slavery/civil war concepts discussed in another thread.

Of course, for those who would find the slavery addition offensive they could simply choose to not engage in slavery.

Feel free to post other mod requests/ideas.

TheMulattoMaker
Sep 07, 2008, 03:47 PM
I'd like to see a mod that picks up where Col leaves off. You're in charge of a fledgling nation- with dangerously differing viewpoints among your citizens, on a continent full of Natives and European colonists who might not like you much. How do you get your people to agree on the direction your country should go? Do you build canals or skip them and go straight for railroads? Can you avert the coming civil war, or at least survive it? Will you convince Napoleon to sell you Louisiana or will you be confined to the coast?

Of course, that probably wouldn't work as a mod, because the gameplay would be so much different than Col. But if it was a game, I'd play it...

TheMulattoMaker
Sep 07, 2008, 03:53 PM
Oh, but as far as a mod that might actually happen...

I mentioned in some other thread (where people were talking about Courland) that I'd love to see an OCC-type mod. In Courland's example you'd basically have Tobago, and nothing else. Whatever the mother country would be is irrelevant to me, the key thing is you could only found one colony. The victory conditions would obviously change- I doubt one supercolony, no matter how large, could defeat the REF- but it might be fun to play.

Honolulu Blue
Sep 07, 2008, 05:30 PM
I mentioned in some other thread (where people were talking about Courland) that I'd love to see an OCC-type mod. In Courland's example you'd basically have Tobago, and nothing else. Whatever the mother country would be is irrelevant to me, the key thing is you could only found one colony. The victory conditions would obviously change- I doubt one supercolony, no matter how large, could defeat the REF- but it might be fun to play.

I'm not sure you'd need a mod for this. Civ IV, after all, has a OCC option. It just might carry over to this game.

And don't be sure you can't beat the REF with just one colony. On the lower levels, the REF doesn't figure to be that big. On the higher levels, you'd need a lot of skill and some luck, but I bet it's doable.

And to get back to the real topic, we're in dire need of more leaders of our colonies. Eight is simply not enough.

SoonerNation
Sep 07, 2008, 06:18 PM
I'd like to see a mod that picks up where Col leaves off. You're in charge of a fledgling nation- with dangerously differing viewpoints among your citizens, on a continent full of Natives and European colonists who might not like you much. How do you get your people to agree on the direction your country should go? Do you build canals or skip them and go straight for railroads? Can you avert the coming civil war, or at least survive it? Will you convince Napoleon to sell you Louisiana or will you be confined to the coast?

Of course, that probably wouldn't work as a mod, because the gameplay would be so much different than Col. But if it was a game, I'd play it...

I like that idea, MulattoMaker, I think that that would be a good mod to make. :)

henryMCVII
Sep 08, 2008, 03:52 AM
Some mod suggestions? Hm, how about a few maps with smaller changes?

- Caribian Sea (from Florida to Venezuela, maybe add some Civs like Danmark)
- South America only (f.e. modding the English or French out, but Portugese in)
- North America only (easiest to do, becouse the game allready is US-centic)

some more mod ideas:

1. a more general Colonization, less US-centric:
# rename some founding fathers to less US-centic names; "balace the names out"
# change some buildings to an more genreal look instead of US-like (townhall, cathedrale and so on, maybe even give each colonial power its own look for (military?) units and buildings)
# add more victory conditions (f.e. brazilian or canadian way of independence)
# randomly given names for seasoned scouts (unique explorer names), something like great ppl in Civ4. This may hard or even impossible to do, becouse every unit may become a scout if equiped with horses.
# randomly or ordered names for ships

2. pirate mod
# add a pirate nation (= no home land; no king; something like natives, but with european units - need to be balanced of cource)
# if this nation will be playable, this will need lots of balaning: new victory conditions... since no independence wars should be possible for pirate nation(s); new buildings only for pirates(?) and so on

3. make natives playable
# no concrete idea how to do for now

Tmoney02
Sep 08, 2008, 01:47 PM
I would like to make a request for the Fountain of Youth to be added back into the game, with possibly the original music.

Also random events to be added.

The Snug
Sep 08, 2008, 02:03 PM
I would like to make a request for the Fountain of Youth to be added back into the game, with possibly the original music.

Also random events to be added.

I'm guessing the fountain of youth will still be in the game, since it was dependent on huts rather than random events.

C~G
Sep 08, 2008, 02:16 PM
It isn't in the game. It was mentioned also in the podcast.

EDIT: And here's my thread about this same subject I made already ages ago: http://forums.civfanatics.com/showthread.php?t=287853

TheMulattoMaker
Sep 08, 2008, 08:48 PM
I like that idea, MulattoMaker, I think that that would be a good mod to make. :)

I think the trouble with it would be that it'd really be a one-person game. I've never been into multi-player, so that wouldn't bother me in the slightest, but it would really restrict the game.

Hmm. Unless you threw four new nations together on the same continent. "America, Mexico, Quebec, and Aruba are all independent now. Try not to kill each other."

Lubricus
Sep 09, 2008, 01:17 AM
Scandinavia (Sweden, Denmark, Norway combo)


Huh? Why would anyone want that? :confused:

Denmark-Norway and Sweden were both involved in colonisation, but on very different terms. They should not be jumbled together, but be allowed to fill different niches in the game. Denmark-Norway was a trading power, and was heavily involved with slave and sugar trade, and funded its colonies in America by its trading posts in India and Africa. Sweden, OTOH, actually tried to settle North America in the same way as the Netherlands, and did not really take part in the trading game so much.

Thinker19930602
Sep 09, 2008, 02:42 PM
How about a Pirate civ for a Col mod? It would open up a whole new perspective on the gameplay.

Dale
Sep 11, 2008, 05:35 AM
Some would already know, but I was beta testing. And this is the mod I've got so far (with lots more in the works after release):


This is the ChangeLog for AODII

v0.1
NEW:
- Added Cheat Menu (CTRL-SHIFT-Z)
- AI Autoplay options
- Added Trait Devout: +25% Cross production
- Added Carrack (replace caravel): 3 move, 3 strength, 3 cargo - unique unit for Portuguese
- Added Fluyt (replace caravel): 3 move, 3 strength, 3 cargo - unique unit for Dutch
- Added Pirate Ship (replace Privateer): 4 move, 4 strength, 3 cargo - unique unit for Pirates
- Added Pirate colonist: 1 move, 0 strength, SOLDIER default profession
- Added New Portugal - colour DARK PURPLE
- Prince Henry Aviz: Charismatic (Thanks Ekmek for LH)
- Martim de Sousa: Co-operative (Thanks C.Roland for LH)
- Civ trait: Devout
- Added Portugal Europe - colour PURPLE (Portugal LH from Civ4)
- Added Portuguese Leader Diplomacy texts
- Added Pirates Empire - colour BLACK
- Henry Morgan: Resourceful (Thanks Amra for LH)
- Pirates have recruitment (Pirate Soldier randomnly appears in Pirate cities)
- Civ trait: Militaristic
- Added Colonization I map (random bonuses and Indian placement)
- Added Columbus Dream map (random bonuses and Indian placement)
- Added new tag in Civ4CivilizationInfos.xml: bPirates - indicates this Civ is a Pirate Civ (for specific processing)
- Added new region tags in Civ4CivilizationInfos.xml
- bAsianNative - indicates this Civ is a Asian Native (for specific processing)
- bNAmericanNative - indicates this Civ is a North American Native (for specific processing)
- bSAmericanNative - indicates this Civ is a South American Native (for specific processing)
- bAfricanNative - indicates this Civ is a African Native (for specific processing)
- bPacificNative - indicates this Civ is a Pacific Native (for specific processing)
- Added new region tags in WBS files
- bWBAsianNative
- bWBNAmericanNative
- bWBSAmericanNative
- bWBAfricanNative
- bWBPacificNative
- Added ability to define world regions in the map and which Natives appear in those regions
- Added new tag in Civ4CivilizationInfos.xml: RevArtDefineTage - what the Civs art definition is changed to on revolution
- Added revolution flags for all Civs (England - BetsyRoss, France - Quebec, Spain - Argentina, Netherlands - Netherlands Antilles, Portugal - Brazil)

CHANGE:
- Changed caravel: 4 move (from 3)
- Dutch Europe colour to ORANGE
- Changed Dutch start unit to Fluyt (from Merchantman)
- Changed number of nations on all World sizes


NOTE: No debates about the changes until after release and you get a chance to try them. :)

C~G
Sep 11, 2008, 05:41 AM
You are sick Dale, you know that?

Dale
Sep 11, 2008, 05:45 AM
What? :D

Thinker19930602
Sep 11, 2008, 10:47 AM
So a pirate civ will be modded in???

henryMCVII
Sep 11, 2008, 01:44 PM
Some changes sounds so great to me. :)

*deletd* ok, no debates :D

TheDS
Sep 11, 2008, 01:58 PM
I'd like to see a mod that picks up where Col leaves off. You're in charge of a fledgling nation- with dangerously differing viewpoints among your citizens, on a continent full of Natives and European colonists who might not like you much. How do you get your people to agree on the direction your country should go? Do you build canals or skip them and go straight for railroads? Can you avert the coming civil war, or at least survive it? Will you convince Napoleon to sell you Louisiana or will you be confined to the coast?

Of course, that probably wouldn't work as a mod, because the gameplay would be so much different than Col. But if it was a game, I'd play it...

This does sound like it would be a good game to play. The USA was plagued with Seperatism for a considerable period, with a short surge of Nationalism during the war of 1812 (particularly in 1815). There were several crises starting in 1820 with the question of Missouri, and they finally came to a head in 1861. The North did a good job of compromising until they could get their industry together; a war before then would have ended in Southern seperation.

I can see the player struggling to avert civil war until those states he controls most firmly are strong enough to hold the Union together by force if necessary. If the player can avert a war altogether by sowing the seeds of unity sufficiently well, that would be the ultimate victory. Even with the North victorious, a Union need not have happened. If not for Grant's generous terms and Lee's intelligent acceptance of them, we might have a police state to keep things under control.

Öjevind Lång
Sep 11, 2008, 05:55 PM
Huh? Why would anyone want that? :confused:

Denmark-Norway and Sweden were both involved in colonisation, but on very different terms. They should not be jumbled together, but be allowed to fill different niches in the game. Denmark-Norway was a trading power, and was heavily involved with slave and sugar trade, and funded its colonies in America by its trading posts in India and Africa. Sweden, OTOH, actually tried to settle North America in the same way as the Netherlands, and did not really take part in the trading game so much.

Well, Sweden did have the Caribbean colony of St. Barthélémy (1784-1878), which for a long time made a lot of money as a free port, that is to say, a port where ships of all nationalities were allowed to trade. However, when the doctrine of mercantilism went out of fashion and free trade was adopted everywhere, the colony stopped being so lucrative. It was then sold to France (which had sold it to Sweden to begin with.)

However, I agree with the point that Sweden (with Finland and Estonia) and Denmark (with Norway and Iceland) don't fit as one colonizing power. Non-Nordics probably have difficulties understanding this, but from the 16th century until early in the 19th, there was great enmity between the two blocs, and they were generaly on opposing sides in wars.

Heh. If Denmark and Sweden were included as minor colonizing powers, they could add an interesting dimension to the game. If you had friendly relations with one of them, the other would become your enemy and side with your rivals...

Padje Dog
Sep 11, 2008, 08:44 PM
How about a third level of goods processing?

eg either A -> B -> C

or A->B, C->D, B+D-E

Can't think of what to call the next tier of goods to make it fit in with the game. Hmmmmm Cigars + Rum -> Mens Gift Pack :)

or

Furs -> Coats -> Royal Robe

It sounds silly but the idea is good. Maybe the specialist to produce a "Royal Robe" appears by chance, so its a lucky bonus. The Royal Robe could be sold or X ammount could be consumed and a diplomacy bonus for interactions with a chosen rival is given, to simulate your diplomat to that rival looking very cool and thus gaining their awe.


Or a third level of goods processing resulting in a special unit produced?

eg Cotton -> Cotton Material -> Advanced Sails. Then 20 Advanced Sails + 20 Lumber -> Improved Combat Ship or Faster Trading Ship

Basically offer the player the chance to make things that don't just get sold for money, allow them to make things to give unit, diplomacy or whatever advantages. The game is strongly economic in play so add to it with a bigger, better (the tough part) economic "tree".

Padje Dog
Sep 13, 2008, 11:34 PM
Just thought of another option. 1 gun + settler = soldier; 2 gun + soldier = better equiped soldier with better stats (not quite 2x as good, there is a reduction. Or maybe no reduction or even slightly better than 2x, which will select for the better equiped soldier.)

Or allow building of better guns, so 1 gun + 1 gun = 1 better gun, which when equiped gives better stats or free promotion. The combining of two guns just reperesents the extra time needed to make the better gun, not making a double barrel musket. But that would be not historical but be cool looking.

There will be no "Veteran Soldier" settler class this time? Replaced with XP and promotions?

Jabie
Sep 19, 2008, 01:47 PM
Off the wall ideas:

A far future mod that dealt with the colonisation of Mars.
Another plane of existence for a fantasy mod...
Cloud Castles and undersea cities for Victoriana SF/Fantasy.

lostkiwi
Sep 19, 2008, 05:15 PM
I always saw Colonization as an economic game more than a conquest game. We need to have a more in-tune way for victory than annihilation of an army... regardless of how accurate this was for the USA & some South American countries. Other countries in the Americas became independant through other means than armed revolt.

How about over 10 years you need to exceed your mother country's revenue or tons of finished goods

or a series of "quests" from your mother country (capture that city, send back 500 tons of silver before 1650, control 40% of the map, have 10 level 6 soldiers, etc.) and the mother country give you independance if you accomplish them all.

Playing the old Col, I pretty much always quit just as I was ready to declare independance as the result was pretty much determined beforehand (my towns were all fortified and full of soldiers). If I want to play war, I'll play Civ or age of empires...

r_rolo1
Sep 19, 2008, 05:35 PM
Dale, please change the name of Carrack to Nau ;)

Dale
Sep 19, 2008, 10:24 PM
Dale, please change the name of Carrack to Nau ;)

Nau is Portuguese, whereas Carrack is the general term for the style of ship. :)

much2much
Sep 19, 2008, 10:50 PM
I'll be releasing my mod very soon:

Australia Mod

Huge map. You strat with one ship. There is a 30x30 island somewhere on the map. When you find it you can start colonization.

Natural Resources
Witchety grubs
Crocodile skin
Olympic Athletes

The aim of the game is not to declare independence in fact it is to become dependent on another great power so much that it trivialises your relationship with your parent country. If you declare war in support of an ally you only need to send one free indentured servant as "peacekeeper" unit.

Natives
Will not attack you but will drink all your alcohol. Can not be put to work.

Founding fathers
Mel Gibson: Clothes require less cotton to produce
Steady Eddy: No unhappiness, reduced production
Peta Wilson: You can assassinate opponents founding fathers. Costs five designer outfits per attempt.
Chopper Read: Each unit gains the trait "Tough guy" where you have a 80% chance of winning a fight by intimidating the other stack into surrender. The other 20% the cover is blown and you are defeated. Units don't always hear orders.

Dale
Sep 20, 2008, 12:23 AM
Here's a list of Diplo-messages for your mod: :)

- If your brains were dynamite and exploded in the head of a flea it would not even make him blink
- You've got just about enough brains to keep a koala sitting in a tree-fork
- Well you're as silly as a cut snake
- Are you with thumb in bum and mind in neutral
- You're two bricks short of a load
- If you were as high as your stupidity you'd be taller than the Himalayas
- Are you as thick as pea soup with a dead dog in it?
- He was born stupid, he's learnt nothing, and he's forgotten even that!
- You haven't got enough brains to give yourself a headache
- If brains were sh1t you wouldn't have enough to soil your collar
- If you went to a mind reader, you'd get a refund
- You wouldn't know whether it's Tuesday or Bourke Street
- I wouldn't use your brains for ammo at a sh1t fight
- If brains were dynamite you wouldn't have enough to blow your nose
- Are there many more at home like you?
- You've got no brains and you're just as happy without them
- If your brains were made of elastic you wouldn't make a set of garters for a one- legged budgie
- You've got the mind of a four-year old and I bet the little bugger was glad to be rid of it
- You've got the memory-span of a fruit fly
- You couldn't give away cheese at a rat's picnic
- You don't know if your arsehole's bored or punched
- You'd forget your head if it wasn't screwed on properly
- You are a thick as Ayers Rock
- If you had a brain it would be lonely
- You are a snag short of a barbie

TheDS
Sep 21, 2008, 08:48 AM
What about Paul Hogan? How could you forget the most famous Aussie of all?!

TheMulattoMaker
Sep 22, 2008, 03:27 PM
What about Paul Hogan? How could you forget the most famous Aussie of all?!

:lol:

Just like Henry Hudson in the original doubled your fur trappers' production- Paul Hogan doubles the output of your crocodile poachers. :lol:

EDIT: We should call them all Bruce to avoid confusion.

Seen
Sep 22, 2008, 05:57 PM
(...)

Dale, I had enough :P

We cant discuss your mod here on your request but it looks awesome and I do have some ass kissing comments but on neither Apoly or your own site i find a place where to do it ;)

Dale
Sep 22, 2008, 06:49 PM
Not till the game is released can I discuss it. Once it's public it'll be available. :)

Thinker19930602
Sep 22, 2008, 11:33 PM
Dale, what was the headache of a comedy routine a few posts back? We should have some Monty Python Quality insults (Britian still is funnier than Australia, and that's coming from an American)! Ex: "Your a king? Did anyone vote for you?"

P.S. Is your combat mod updated for BtS 3.17 yet?

ColdFever
Sep 23, 2008, 04:42 AM
A little appetizer for an upcoming graphics mod release:
http://forums.civfanatics.com/attachment.php?attachmentid=189458&stc=1&d=1222162738

Dale
Sep 23, 2008, 05:38 AM
Dale, what was the headache of a comedy routine a few posts back? We should have some Monty Python Quality insults (Britian still is funnier than Australia, and that's coming from an American)! Ex: "Your a king? Did anyone vote for you?"

P.S. Is your combat mod updated for BtS 3.17 yet?

Yeah, DCM for 3.17 has been out for months. :)

Monty Python rules!

keldath
Sep 23, 2008, 03:56 PM
dale you gonna get dcm to c4c?

Thinker19930602
Sep 23, 2008, 04:13 PM
Yeah, DCM for 3.17 has been out for months. :)

Monty Python rules!

Thanks. Its just that Amberville has yet to update his Battle of Britain scenario, and said that your mod was not updated (his scenario has a few bits and peices of your mod). I haven't heard from him in a while, so I would assume that he is updating now...

Monty Python does indeed rule, and I would love to see a mod in which the AI insults you during diplomacy (you know, for that realistic touch) like Monty Python or any number of other comedians.

Couch Tomato
Sep 23, 2008, 06:47 PM
I'd like to see two stages of playable civ mods personally:

Other (or lesser) colonial powers:
-Portuguese
-Russian
-Swedish

"What if" other European powers:
-Prussian
-Ottoman
-Venetian?
-Danish?
-Polish?

The Portuguese, Russians, Prussians, and Ottomans should be pretty easy thanks to Civ 4 (at least LH's for the Kings (Joao, Frederick), Tsar (Peter), and Sultan (Suleiman), sounds, and some flags). Completely making up fictional leaders for most of these would the hard -- and interesting -- part. :P

Darkhon
Sep 23, 2008, 08:17 PM
I would like to see a total conversion mod that borrows from Fall From Heaven yet retains some of the same scope of Colonization in that the various factions are setting out to adventure in new lands.

Instead of Founding Fathers, you get Magi of the Empyrean Council or Druids of the Ashen Veil.

Dryhad
Sep 23, 2008, 08:30 PM
Monty Python rules!
All Australian Founding Fathers are named Bruce...

I was actually considering making a serious Australian mod. To make it interesting, it would also include Indonesia and New Zealand.

Civilisations:
England (Duh)
Netherlands (In Indonesia, also the whole "New Holland" thing is hard to ignore)
France (La Perouse what-if and New Caledonia actually-if)
Portugal (Uh, East Timor? Treaty of Tordesillas? Need for a fourth civ with no better candiates?)

lumpthing
Sep 24, 2008, 04:08 AM
I want to see the scope of civilization combined with the economic system of colonization (http://forums.civfanatics.com/showthread.php?t=281671)

Genv [FP]
Sep 24, 2008, 09:18 AM
How about an UI mod. the current UI is crap

Tunch Khan
Sep 24, 2008, 01:13 PM
I'd like to see two stages of playable civ mods personally:

Other (or lesser) colonial powers:
-Portuguese
-Russian
-Swedish

"What if" other European powers:
-Prussian
-Ottoman
-Venetian?
-Danish?
-Polish?

The Portuguese, Russians, Prussians, and Ottomans should be pretty easy thanks to Civ 4 (at least LH's for the Kings (Joao, Frederick), Tsar (Peter), and Sultan (Suleiman), sounds, and some flags). Completely making up fictional leaders for most of these would the hard -- and interesting -- part. :PI would like to see these suggestions modded. They are all plausible additions to the game. I might have only added Kingdom of Naples and perhaps Genoese Republic to that list.

Darkhon
Sep 24, 2008, 01:54 PM
Is it too much to ask for "Civics"?

Initially, the Civics would be set by the King. These reflect your culture. So if you want you could see them as some slight bonuses, almost like what you may get from the leader.

When you get ready to form your own nation, you are now allowed to choose new Civics based on the Founding Fathers you control (certain ones, unlock certain choices...for instance, with a particular founding Father you could unlock "Contintental Congress" Civic.

These Civics would affectively give you attributes that affect your overall nation, just like a leader could affecting production of resources, prices of goods, taxation and even the tolerance of the King.

This would be an abstract representing the fact that when the Colonies decided to form a nation they could have gone completely different from a Republic/Democracy and even instituted their own Monarchy. Had Christopher Columbus formed his own Viceroyalty (as some suspect he wanted to do) for instance, you can be sure it wouldn't have been "liberty".




Another thought is this:

What about Civ IV: BTS as the core of the game.

Add Founding Fathers as a line of technology to research.

I think it would also be possible using Buildings that generate revenue/resources to abstract the concept of Raw Materials ==> Finished Goods.

Instead of moving it back to Euroupe though, you'd probably just have to settle for % bonuses to happiness, revenue, production as a result of constructing a "Rum distillery" or Carpenter's shop.

It would be possible to simulate the quest for liberty, almost like the space race by completing various "Articles of Constitution" and historical events as wonders/constructed objects. Once it's completed, it spawns "Contintenal" troops which are basically barbarians around the player's cities.

I think what I'd like to see is a lot of interesting events take place. History has already invented many of them for you. "France declare's it's independence from it's monarchy..." (French player pay's no tax, gains a +25% rebellion in it's colonies for 6 turns while France Stabilizes). something like this.

Sort of a Deeper/longer Colonization experience. What I hear people saying (and I am one) this game is cool and all, but some how I thought it'd be longer and more detailed.

ChrTh
Sep 24, 2008, 01:58 PM
I would like a graphics mod that replaces those silly shadow sketches in the settlement with, oh, I don't know, actual buildings? Yeah, that sounds right.

Darkhon
Sep 24, 2008, 01:59 PM
I just saw the super mod combining Civ/Colonization idea after I posted mine.

Can I also mention Imperialism and Imperialism II as inspirations for this super mod?
That DID have three tiers of finished goods if I remember correctly, specialists (including one who went around BUYING things instead of building them, a sort of land baron) and some great art!

GVBN
Sep 24, 2008, 04:02 PM
;7275802']How about an UI mod. the current UI is crap
I have been playing with CvMainInterface trying to make a UI similar to Civ4. If anyone wants to make a UI redesign mod then I'll try to contribute something

Thinker19930602
Sep 24, 2008, 07:18 PM
How about a Galactic Civilizations take on colonization?

Darkhon
Sep 24, 2008, 07:24 PM
How about a Galactic Civilizations take on colonization?

ouch, you just made my brain tingle.

Star Trek!

Ferrengi, Federation, Klingon and Romulan all colonize the neutral zone.

Colonists, Space Marines, Engineers,

Resources like Dilithium and Protomatter.

Thinker19930602
Sep 24, 2008, 07:28 PM
How about Star Wars or Final Frontier instead? Or maybe Halo? All are good ideas for Colonization in space.

And for the more eccentrically minded, what about a Spore Colonization mod?

Or for the traditionalists, Historical Scenarios!

ColPaladin
Sep 25, 2008, 02:39 AM
I just have 3 mods I'd like: Bigger Icons and more distinct in-settlement building pictures; ability to prioritize resourses for transport; and most important, improve the UI for trade, maybe add a "max storage" along with the "keep this minimum" setting. Perhaps a window to access all wagons/resources/cities on one screen.

Raisin Bran
Sep 25, 2008, 10:48 AM
I would like to see a "Quebec independance Mod"

Let me explain, New-France was handed over the English for a couple of pennies and the assurance that England would not utterly crush the french in the New world.

Now I would loke a Mod where the French colony refuses being handed over to the English. It would ensue a war between the English and French on the new world.

New-France on Wiki (http://en.wikipedia.org/wiki/Nouvelle-France) for the whole story.

Flymancan
Sep 26, 2008, 09:46 PM
Since col is so firmly rooted in history with those what ifs thrown in it won't be long till every historic civ is in some mod somewhere. What I'd love to see is some sort of neo-victorian steampunk mod. I want giant steam powered tanks crushing people.

Dogzilla
Sep 28, 2008, 06:22 PM
Maybe add back in the old lumber resource...

Thinker19930602
Sep 28, 2008, 07:06 PM
Maybe add back in the old lumber resource...

Lumber is already a resource, but gold seems to be missing, though.

TechnoMule
Sep 28, 2008, 08:23 PM
I'd like to see prime lumber back, and ore deposits. I've seen some "iron" (why the hell isn't this renamed to Ore. Iron isn't mentioned anywhere else in Col.. it's a Civ resource) in hills, but I want ore veins in swamps again. Ones that can be depleted.

Reveilled
Sep 28, 2008, 09:48 PM
I'd like to see prime lumber back, and ore deposits. I've seen some "iron" (why the hell isn't this renamed to Ore. Iron isn't mentioned anywhere else in Col.. it's a Civ resource) in hills, but I want ore veins in swamps again. Ones that can be depleted.

I'm working on both of these for an upcoming mod that will add a lot of Civ 1 back into Civ 2.

While I'm in the thread, I'll throw out two ideas I've been playing around with, but will probably never find time to make.

Manifest Destiny, a scenario set in Western North America with the same basic mechanics as Colonization, but where there are twin goals of Statehood or Independence. Statehood would be similar to Independence, but you would fight off one of the other colonies and their Expeditionary Force instead of your own. You'd drive your Wagon Trains to the Mississippi or the Rio Grande instead of sailing to Europe. Nations would be Canada, Mexico, and the United States.

Cocainization, inspired by how I can't look at the symbol for sugar without seeing a pile of cocaine, this would be a scenario mod where instead of playing a colonial empire, the player runs drugs. Indians are replaced with Civilized nations where you can sell the drugs to the local mob boss, who will sell them on for you. But dare you cut out the middlemen and get your own routes to that shining beacon of Drug addiction, Europe? But if you're going to do that, the CIA will want its cut. And when the time is right, can you fight off the might of the CIA's Narcotics Expeditionary Taskforce and claim your rightful place as the greatest drugrunner of all time?

Lubricus
Sep 29, 2008, 04:53 AM
I'd like to see two stages of playable civ mods personally:

Other (or lesser) colonial powers:
-Portuguese
-Russian
-Swedish

"What if" other European powers:
-Prussian
-Ottoman
-Venetian?
-Danish?
-Polish?



OK, now I have to spell it out: As a colony power, Denmark outclassed Sweden. And the Russians didn't reach America until after the scope of the game, so they aren't very relevant. The list of American colonisers to be included should be something like this, in prioritised order:

Portugal
Denmark-Norway
Sweden
Courland
Russia
Bavaria

...and the list should probably stop either before or after Courland. Then again, I guess the popular demand for Russia would be substantial, so perhaps Portugal, Denmark-Norway, Sweden, Russia would be a proper list.

Melinko
Sep 29, 2008, 12:15 PM
I want to see the scope of civilization combined with the economic system of colonization (http://forums.civfanatics.com/showthread.php?t=281671)

I also like that idea lumpthing, one thing to keep in mind there is a lot that is included when you talk about the scope of civilization. Is there anything specific you were thinking about? :D

I just saw the super mod combining Civ/Colonization idea after I posted mine.

Can I also mention Imperialism and Imperialism II as inspirations for this super mod?
That DID have three tiers of finished goods if I remember correctly, specialists (including one who went around BUYING things instead of building them, a sort of land baron) and some great art!

Multi-tier goods is very cool, but then you enter and/or requirements (Like that tank requires Aluminum and (Oil or coal)... I remember TheLopez working on something like that, and still think it was a very cool idea. :goodjob:

Daedal
Sep 29, 2008, 12:30 PM
Colonization needs a Star Wars mod. Is there really any need for an explanation? Rebellion... Empire... It's straight out of the movies! :D

1EyedKing
Sep 30, 2008, 01:39 AM
Colonization water on vanilla Civilization IV?

SoupLLJK
Sep 30, 2008, 02:55 AM
There are several mods I'd kill to use:

1) A mod that adds the little missing details from the first game. I miss the little touches like other European settlers asking you to go on crusades to kill certain native tribes, the little screens that would appear when you did things like sight land and make landfall, the photo of the king dubbing you viceroy at the start. Things like that made the game special to me. I know they're not necessary to gameplay, but I'd love it if they were back. Basically, any of the little touches from the original DOS game that didn't make it into this one would be most welcome to return.

2) I'd love a pirates mod with a map modelled after the caribbean.

3) Something that beefs up the colonial AI, at least to levels comparable to the first game.

4) A wild west mod portraying the fighting over the area around Texas between the U.S. settlers and Spanish in Mexico. Remember the Alamo, anyone?

Lubricus
Sep 30, 2008, 03:00 AM
2) I'd love a pirates mod with a map modelled after the caribbean.

Oooh, I like that idea! How about this: Make Spain a non-player with a lot of colonies at the start, remove all Natives except Arawaks and Caribs, add Denmark-Norway as a player, reduce the tax pressure from the King, and introduce a victory condition based on the number of colonies conquered from Spain or something?

Cashie
Sep 30, 2008, 05:07 AM
All Australian Founding Fathers are named Bruce... Damn, beaten!

I was actually considering making a serious Australian mod. To make it interesting, it would also include Indonesia and New Zealand.

Civilisations:
England (Duh)
Netherlands (In Indonesia, also the whole "New Holland" thing is hard to ignore)
France (La Perouse what-if and New Caledonia actually-if)
Portugal (Uh, East Timor? Treaty of Tordesillas? Need for a fourth civ with no better candiates?)
I like it. I take it you mean Papua for Indonesia - or the whole Indonesian archipelago?
The Dutch work (Indonesia), naturally. French, yes - especially as a lot of things in southern WA were explored by the French - and have French names now. Portuguese in Timor, yes - (at some point they could also sail north to Macau).
I'd consider having Malays or Maccassans (http://en.wikipedia.org/wiki/Macassan_contact_with_Australia) as an extra civ - but perhaps they're better as non-playable larger native civs. Otherwise, Chinese (a massive what-if)?

Lubricus
Sep 30, 2008, 05:12 AM
The Spanish colonised the Philippines, so if those islands are included, even though they are far to the north of Australia, that nation is possible as well.

GringoS04
Sep 30, 2008, 08:19 AM
Would it be possible to fix that when you burn an enemy settlement, instead of keeping it - you could keep the plunder (goods). It makes no sense for me to burn a colony filled with silver and cigars worth 4000 gc, when the arsonist burns the treasures inside the settlement.

Thinker19930602
Sep 30, 2008, 09:27 AM
Would it be possible to fix that when you burn an enemy settlement, instead of keeping it - you could keep the plunder (goods). It makes no sense for me to burn a colony filled with silver and cigars worth 4000 gc, when the arsonist burns the treasures inside the settlement.

Agreed. We should be able to get a one-time wagon train in order to transport all the goods to our cities.

Dryhad
Sep 30, 2008, 07:24 PM
Damn, beaten!
Yeah, and I now realise that even I was beaten to that. You just can't make Monty Python references any more...

I like it. I take it you mean Papua for Indonesia - or the whole Indonesian archipelago?
Well if you're going to have a map with Australia and Papua it's going to also include Timor and Sulawesi, and parts of Java and Borneo, so you might as well go all out and throw in Sumatra as well.

Portuguese in Timor, yes - (at some point they could also sail north to Macau).
I'm not planning to go that far. As Lubricus pointed out, that would include the Philippines which I have no intention of including, and even if I did I see no reason to continue on to China.

I'd consider having Malays or Maccassans (http://en.wikipedia.org/wiki/Macassan_contact_with_Australia) as an extra civ - but perhaps they're better as non-playable larger native civs. Otherwise, Chinese (a massive what-if)?
Some possible natives:

Maori
Nyungar
Papuans
Matram
Aceh
Pitjantjatjara
Wiradjuri
Palawa

Malays or Macassans could easily be included, probably in the place of one of the Indonesian sultanates (Aceh or Matram). I don't think they should be a colonial power, nor China. I'd rather start smallish, at least.

Öjevind Lång
Oct 01, 2008, 05:52 AM
OK, now I have to spell it out: As a colony power, Denmark outclassed Sweden.

Having a past as a colonizing power is no great reason for pride, so don't take this amiss, my friend. But do you really think Greenland, the Danish Virgin Islands and a couple of slave forts in Africa and a trading station in India made Denmark (with its dependency Norway) a great colonizing power? Sweden had West Indians possessions and slave forts in Africa too, more's the pity. And, of course, that shortlived colony on the Delaware.

Lubricus
Oct 01, 2008, 06:47 AM
Having a past as a colonizing power is no great reason for pride, so don't take this amiss, my friend. But do you really think Greenland, the Danish Virgin Islands and a couple of slave forts in Africa and a trading station in India made Denmark (with its dependency Norway) a great colonizing power? Sweden had West Indians possessions and slave forts in Africa too, more's the pity. And, of course, that shortlived colony on the Delaware.

Well, I'm not Danish, so why should I take pride in anything they did? I'm merely aiming for historical accuracy. And yes, Sweden had forts and colonies, too, but the commercial success of the Danish colonies was a lot greater, and the Danish West Indies stayed Danish a lot longer than Sweden's colonies. I never said they were a "great colonising power", I said they were better at it than Sweden. Which shouldn't be surprising, if we consider the geography. And while I agree that a colonial past isn't much to celebrate, I am trying to talk about historical facts, not national pride or anything.

Vadus
Oct 01, 2008, 07:02 AM
What about adding Sweden, Denmark and even Germany as minor colonization powers to the game. They can not be played by humans and are included in the game more like peacefully barbarians. Imagine, on some event a swedish colony appears somewhere at your border on the map. You can trade with them, make peace or declare war. Or you assimilate them with your culture.
Maybe there is only one city per minor civ, which might appear eventually in the game ( or on a event ).
This can be for the Swedish: Delaware , for the Germans: Bismark and for the Danish: West India ^^
An advantage from this minor civ is, that they can not attack you, but trade with you and maybe you can train your colonists in a minor colony instantly, like Expert Farmers from Bismark ^^

EDIT: hey, I found a leader for the swedish colony : Peter Minuit :) Or is he already a founding father ?

Öjevind Lång
Oct 01, 2008, 08:40 AM
What about adding Sweden, Denmark and even Germany as minor colonization powers to the game. They can not be played by humans

What?!? Swedes can't be played by humans? Sir, you are going too far!

Just joking. :lol: I think your suggestion is a good one. And yes, Peter Minuit is in the game as a Founding Father, so he can't be used as a leader. The Dano-Norwegians would object to any Swede as a leader of their mighy empire, and vice versa, so perhaps one could use some German. Perhaps Jacob Fugger the Rich, who rather incongruously was included as a Founding Father in the original game?

Vadus
Oct 01, 2008, 09:32 AM
Yes! What about only one non-playable Civ called : Free Colonies or Minor Colonies , including swedish delaware, danish west india and other minor colonies and trade posts. The leader can be Jacob Fugger. Advantage from dealing peacefully with them is, that a player can sell boycotted products and train colonists to experts in such cities for free or to a better price. Free colonies appear eventually on events in the near of the playable col-empires ( english, dutch, french, spanish) :cool:

Lubricus
Oct 02, 2008, 12:46 AM
Yes! What about only one non-playable Civ called : Free Colonies or Minor Colonies , including swedish delaware, danish west india and other minor colonies and trade posts. The leader can be Jacob Fugger. Advantage from dealing peacefully with them is, that a player can sell boycotted products and train colonists to experts in such cities for free or to a better price. Free colonies appear eventually on events in the near of the playable col-empires ( english, dutch, french, spanish) :cool:

That is one cool-ass idea! :goodjob: I'd love that! But the "free" colonies would have to be pretty inactive for it to work, I think.

WaKKO151
Oct 02, 2008, 01:08 AM
Basicly the same game but instead of colonizing america you are colonizing a new planet. There could be warp points you need to control like resources. These warp points can port you to some place where you can trade like europe.

Heres anouther thing I have been thinking about. Its great to have all these things to sell but If there were more units that needed the things you farm to make powerful units then when you claim your independence you would still have use for them. This goes for any mod out there.

Either or both of these ideas would add alot of great game play.

I think its a little out of anyones league but if you could setup a scenario where you play a campaighn in europe on civilization4 BTS and when you get to the 1500s you switch over to a colonization game with bonuses and negatives based on your civ4 game. Again, probably not gonna happen but hea. If you like it repost this with your thoughts so maybe some really good proger will notice it.

Lubricus
Oct 02, 2008, 03:08 AM
Basicly the same game but instead of colonizing america you are colonizing a new planet. There could be warp points you need to control like resources. These warp points can port you to some place where you can trade like europe.

Heres anouther thing I have been thinking about. Its great to have all these things to sell but If there were more units that needed the things you farm to make powerful units then when you claim your independence you would still have use for them. This goes for any mod out there.

Either or both of these ideas would add alot of great game play.

I think its a little out of anyones league but if you could setup a scenario where you play a campaighn in europe on civilization4 BTS and when you get to the 1500s you switch over to a colonization game with bonuses and negatives based on your civ4 game. Again, probably not gonna happen but hea. If you like it repost this with your thoughts so maybe some really good proger will notice it.

Heh! Cool idea! But when you get to the Space Age, you should switch to playing Alpha Centauri... :D

Öjevind Lång
Oct 02, 2008, 04:41 AM
Heres anouther thing I have been thinking about. Its great to have all these things to sell but If there were more units that needed the things you farm to make powerful units then when you claim your independence you would still have use for them. This goes for any mod out there.

Does anyone know if the firebrand preachers now have a funtion after the decaration of independence? That they didn't have it in the original Col was a rather glaring omission.

They might strengthen the resolve to fight among the soldiers, giving them extra military points or the like.

Lubricus
Oct 02, 2008, 05:29 AM
Does anyone know if the firebrand preachers now have a funtion after the decaration of independence? That they didn't have it in the original Col was a rather glaring omission.

They might strengthen the resolve to fight among the soldiers, giving them extra military points or the like.

Or add to the chance that the Natives convert, perhaps?

WaKKO151
Oct 02, 2008, 01:01 PM
How about a third level of goods processing?

eg either A -> B -> C

or A->B, C->D, B+D-E

Can't think of what to call the next tier of goods to make it fit in with the game. Hmmmmm Cigars + Rum -> Mens Gift Pack :)

or

Furs -> Coats -> Royal Robe

It sounds silly but the idea is good. Maybe the specialist to produce a "Royal Robe" appears by chance, so its a lucky bonus. The Royal Robe could be sold or X ammount could be consumed and a diplomacy bonus for interactions with a chosen rival is given, to simulate your diplomat to that rival looking very cool and thus gaining their awe.


Or a third level of goods processing resulting in a special unit produced?

eg Cotton -> Cotton Material -> Advanced Sails. Then 20 Advanced Sails + 20 Lumber -> Improved Combat Ship or Faster Trading Ship

Basically offer the player the chance to make things that don't just get sold for money, allow them to make things to give unit, diplomacy or whatever advantages. The game is strongly economic in play so add to it with a bigger, better (the tough part) economic "tree".

This is what this new game is all about boys and girls. The moding community seems to be skipping that fact. This still is civ4 and yes its great to change and do all the old stuff we used to mod for civ4...

But The game now allows us to directly take resources and make them into other resources as well as take resources to make new units.

I can make cotton from the land. i can make cloth from the town. I can make more cotton by giving up 75 tools to make a settler. I can take ore and make it into plated steel. I can take 300 plated steel and an artillery piece and make a tank.

What about the thing this game i really missing. The tech tree and a fresh start. Caveman and fire.

Thinker19930602
Oct 02, 2008, 06:16 PM
What about modding some "what-if" civs into Colonization? Maybe even including a way to ship units across the Pacific Ocean for those civs that would fit into the catergory?

They would include:
-The Ottoman Empire
-Russia
-China
-Japan (a big "what-if")
-The Vatican (Papal States, Italy, what ever you want to call it)
-Prussia
-Germany
-Switzerland
-Poland
-Austria

What about a mod that tests some super "What-If's", like allowing you to play as ancient civilizations like Rome, Greece, Egypt, Persia, Carthage, or Phonecia in a game to colonize the Americas.

As a final thought, and I have brought it up on the thread before, What about a "Spore"-themed colonization?

Reveilled
Oct 02, 2008, 07:23 PM
Does anyone know if the firebrand preachers now have a funtion after the decaration of independence? That they didn't have it in the original Col was a rather glaring omission.

They might strengthen the resolve to fight among the soldiers, giving them extra military points or the like.

Depending on your constitution, they will either add to your bell production or your hammer production.

Infantry#14
Oct 02, 2008, 11:00 PM
I'm not sure if somebody has already mentioned this, but may I request that someome make a mod that includes random events like ones in BTS

Lubricus
Oct 03, 2008, 03:21 AM
What about modding some "what-if" civs into Colonization? Maybe even including a way to ship units across the Pacific Ocean for those civs that would fit into the catergory?

I want to comment on your suggestions on a case by case basis:

-The Ottoman Empire

That could have happened. The Ottomans took over some of Oman's trading posts in Africa, and could have attempted to spread their influence to the New World if things had been quieter in Europe. Still, they would have a tough time travelling there, through what basicly was enemy waters.

-Russia

The Russians would certainly have colonised the Western coast of North America if they had reached it in time. They did, after all, hold Alaska. But they reached that part of the world much too late.

-China

With a different political clime in China, they could have been a major colony power. However, they ended up closing their borders instead.

-Japan (a big "what-if")

:crazyeye:

-The Vatican (Papal States, Italy, what ever you want to call it)

Well, the Pope had enough on his plate in Europe, I would think...

-Prussia

This isn't so far-fetched. Other German minor states did some small colonising, and if things had been a bit more peaceful in Europe, the Prussians could have become a small to medium colony power, I guess.

-Germany

Germany didn't exist as a country until far too late.

-Switzerland

Well, without a coast, and with a strong tendency to keep to themselves, the Swiss would have had a very hard time colonising anything.

-Poland

If the colony era had started about a hundred years earlier, Poland could conceivably have become a colony power. But the constant wars in Europe would make it quite hard for them.

-Austria

Eh... Austria DID manage to get a coastline eventually, but the Habsburgs were involved in practically everything happening in Europe, and were constantly warring with the Ottomans, the Polish, the Venetians, the Prussians... They would NOT have had an easy time colonising...

Other possibilities:

-Venice and Genoa

Both these Italian states were powerful in the start of the colony era, and both had strong naval traditions. Genoa had possessions in Crimea, and Venice was heavily involved with the politics of North Africa. If things had been a bit more peaceful, both of them could have formed small colonial empires.

-Morocco

With a long coast facing the New World, the Moroccans could have become good colonisers. Of course, they would have to manage to avoid being pulped by the Portuguese and Spanish all the time...

Öjevind Lång
Oct 03, 2008, 03:52 AM
What about modding some "what-if" civs into Colonization? Maybe even including a way to ship units across the Pacific Ocean for those civs that would fit into the catergory?

They would include:
-The Ottoman Empire
-Russia
-China
-Japan (a big "what-if")
-The Vatican (Papal States, Italy, what ever you want to call it)
-Prussia
-Germany
-Switzerland
-Poland
-Austria

What about a mod that tests some super "What-If's", like allowing you to play as ancient civilizations like Rome, Greece, Egypt, Persia, Carthage, or Phonecia in a game to colonize the Americas.

As a final thought, and I have brought it up on the thread before, What about a "Spore"-themed colonization?

I like this! Samurais. Chinese maintaining their own traditions and perhaps being rather firmly Confucian, Taoist *and* Buddhist. (They were generally religiously tolerant, as you know. The Catholic Church was banned from China in the 17th century precisely because it was not, but the nestorian Christians were always left alone.) A bunch of Romans, including a legionary cohort, driven west by high winds. And as for the Vatican, they would of course bring with them Swiss Guards, who would then set the standard for elite troops who would always be called Swiss Guards.

One could even include Tolkien's Numenoreans. No need for a lot of supernatural hanky-panky, but since Col 2 builds on Civ IV, the barbarians could be introduced in the form of orcs (with a suitably nasty, apelike icon).

vampy420
Oct 03, 2008, 09:59 AM
The maps in Civ4:Col are borked. Especially the Western Hemisphere ones. The resources are always in the same place - this can be manually edited ofc but who wants to go over the whole map reallocating resources? The starting locations and the Europe gateway zones need addressing - I can and have manually adjusted them in WB but then the AI does crazy things like beelining for North America, or all trying to colonize the eastern tip of Brazil.
The random maps simply do not have enough land mass, even on huge.

Öjevind Lång
Oct 03, 2008, 11:00 AM
The maps in Civ4:Col are borked. Especially the Western Hemisphere ones. The resources are always in the same place - this can be manually edited ofc but who wants to go over the whole map reallocating resources? The starting locations and the Europe gateway zones need addressing - I can and have manually adjusted them in WB but then the AI does crazy things like beelining for North America, or all trying to colonize the eastern tip of Brazil.
The random maps simply do not have enough land mass, even on huge.

I agree. I wonder if that is because when they removed the moronic old system where your rivals surrounded your colonies in order to provoke you into war, they decided to ensure conflict by making land and resources a scarce commodity. Of course, that is grotesque; we are talking about a gigantic continent, or rather, two continents. And as you say, the lack of enough land is a problem even with the "huge" option, unless one also opts for low sea level; then the map becomes a bit like the maps in Col I. A huge map with low sea level has about as much land as there was on standard settings in the original game; there is still a LOT of sea. Unless one chooses low sea level, one simply gets a lot of additional ocean and has to travel for several turns before sighting land. Pathetic.

There must be a better way to make the colonizing powers fight each other. Competition over the Indian trade, for example. That competition was very real. Also, in the original Col, you went to war if your mother country did. The king would give you some money and troops, though less and less of both as the game progressed. What he didn't do was turn up and ask for contributions two turns after the start... Mostly that means that he wants the money he gave you to start your colony with.

Another cause for conflict in the real history of America's colonization was competition about who was to have the monopoly on transporting slaves to the New World, the so-called asiento... oops. OK, we can't have that because we are nice, and though we don't hesitate to exterminate Indians, we don't engage in black slavery.

I think the whole game has a half-finished feeling, as if it was rushed out without doing more than the basics - without even finetuning the features that actually are there. Some of the programming is very clumsy. For example, if you want to reassign a fortified unit in one of your cities to something else - or even merely make a foot soldier into a dragoon - you have to leave the city screen and do it from the big map. And the way you have to go about creating trade routes is indescribably counterintuitive.

The Europe screen is functional but bleak, as if it is simply the basic model they devised (which can't have taken long), and then they couldn't be bothered to do some proper graphic work. Presumably, this is because they mean to use the graphics for the New World in Civ 5, but the Europe screen is unique to this mod of Civ IV. I find that unsatisfactory. This was presented as a standalone game, wasn't it? By the same token, I am less than enchanted to discover that one of the two French leaders (I think it's Louis de Frontenac) is simply Joao of Portugal in disguise. And the diplomacy phrases are straight from Civ IV. I don't enjoy seeing Sitting Bull say: "May the peace endure until there is no more room to expand." Henh?

And then there are the really crappy icons for resources in the trade boxes. Who decided to make silver and sugar look practically identical? Or tools and guns? And to depict furs as a piece of roadkill draped over a box? If they were too lazy to think of something good, why didn't they simply copy the icons in the original game?

Feannag
Oct 03, 2008, 12:58 PM
I got one that I hope would be simple.

Allow the longer turn games without the added costs.

Thinker19930602
Oct 03, 2008, 10:50 PM
I want to comment on your suggestions on a case by case basis:



That could have happened. The Ottomans took over some of Oman's trading posts in Africa, and could have attempted to spread their influence to the New World if things had been quieter in Europe. Still, they would have a tough time travelling there, through what basicly was enemy waters.



The Russians would certainly have colonised the Western coast of North America if they had reached it in time. They did, after all, hold Alaska. But they reached that part of the world much too late.



With a different political clime in China, they could have been a major colony power. However, they ended up closing their borders instead.



:crazyeye:



Well, the Pope had enough on his plate in Europe, I would think...



This isn't so far-fetched. Other German minor states did some small colonising, and if things had been a bit more peaceful in Europe, the Prussians could have become a small to medium colony power, I guess.



Germany didn't exist as a country until far too late.



Well, without a coast, and with a strong tendency to keep to themselves, the Swiss would have had a very hard time colonising anything.



If the colony era had started about a hundred years earlier, Poland could conceivably have become a colony power. But the constant wars in Europe would make it quite hard for them.



Eh... Austria DID manage to get a coastline eventually, but the Habsburgs were involved in practically everything happening in Europe, and were constantly warring with the Ottomans, the Polish, the Venetians, the Prussians... They would NOT have had an easy time colonising...

Other possibilities:

-Venice and Genoa

Both these Italian states were powerful in the start of the colony era, and both had strong naval traditions. Genoa had possessions in Crimea, and Venice was heavily involved with the politics of North Africa. If things had been a bit more peaceful, both of them could have formed small colonial empires.

-Morocco

With a long coast facing the New World, the Moroccans could have become good colonisers. Of course, they would have to manage to avoid being pulped by the Portuguese and Spanish all the time...

Thats why it's "what if".

But what did you think of the ancient civs and the "Spore" Idea?

Lubricus
Oct 04, 2008, 02:17 AM
Thats why it's "what if".

Absolutely! I just wanted to comment on them anyway... :p

But what did you think of the ancient civs and the "Spore" Idea?

Well, I love this world's history too much to see the need for the more... exotic ideas. Then again, I could see the Romans expanding overseas if they ended up controlling all of Europe first - though their shipbuilding would need some insane breakthroughs...

Thinker19930602
Oct 04, 2008, 08:46 AM
Or if the Romans had just stolen and used Greek designs like the Syracusa (not sure if that is the actual spelling)...

As for the other ancient civs, they could also work, I think an anceint civ colonization mod would be awesome.

And so would Spore Colonization! Crazy Idea or not!

tour86rocker
Oct 04, 2008, 10:07 AM
I would like to make a request for the Fountain of Youth to be added back into the game, with possibly the original music.

Also random events to be added.

Yes! They don't have to make it as powerful as before, but they can't just cut things out and replace them with NOTHING. You end up with less game! Firaxis, please add some color back in!

tour86rocker
Oct 04, 2008, 11:18 AM
Does anyone know if the firebrand preachers now have a funtion after the decaration of independence? That they didn't have it in the original Col was a rather glaring omission.

Yes...cross production. When you declare independence you get to choose whether cross production goes toward bells or hammers. Under Theocracy, Firebrand Preachers are actually more effective than Carpenters, I believe.

And I think in Col1 cross production may have contributed to growth after DoI, but I couldn't say for sure.

GSUpHead
Oct 04, 2008, 11:24 AM
Is there a way to make the map round and have civilizations start from there mother land and explore out from there. for example England, a person can sail to Na or go to Africa or India or all three if he chooses. Make ships sail back to there mother land to sell goods. this may make the game very long but it would be realistic.

Add: India and Dutch Indies area

China may be cut off from the world but who says that we cant conquer them or at least try.

Russia may have controlled Alaska late but if you where to sail to alaska and by that time it would be late in the game so they can start with cities there but they wont be found till late in the game.

with Indians villages they can be captured and the player has to convert them or the settlement will revolt and take back control or maby if there is not enough culture then a army will appear in a spot as a revolting people that army can go anywhere and capture any settlement it wants.

Öjevind Lång
Oct 04, 2008, 11:51 AM
Yes! They don't have to make it as powerful as before, but they can't just cut things out and replace them with NOTHING. You end up with less game! Firaxis, please add some color back in!

It has been suggested that you only get three settlers instead of eight, and that it can only happen once in a game. That would keep the fun of it in without making it overpowered. Incdidentally, if they ever do reintroduce it, I hope they do so with the original melody. I love that tune.

Jeckel
Oct 04, 2008, 01:36 PM
If anyone is interested in a complete overhaul of the Trade Route System, come visit my JTradeRoutes Mod Discussion Thread (http://forums.civfanatics.com/showthread.php?p=7311882). It has my current progress and some Screen Shots. :king:

Melinko
Oct 06, 2008, 02:45 AM
If anyone is interested in a complete overhaul of the Trade Route System, come visit my JTradeRoutes Mod Discussion Thread (http://forums.civfanatics.com/showthread.php?p=7311882). It has my current progress and some Screen Shots. :king:

Sounds cool Jeckel, I guess this is a good spot to mention our mods, I am also working on one. It is all about adding technologies to Colonization (Past and Future).

MTech Mod Discussion Thread (http://forums.civfanatics.com/showthread.php?t=293132) (Current Progress and screenshots):goodjob:

Dom Pedro II
Oct 06, 2008, 09:49 AM
If anyone is interested in a complete overhaul of the Trade Route System, come visit my JTradeRoutes Mod Discussion Thread (http://forums.civfanatics.com/showthread.php?p=7311882). It has my current progress and some Screen Shots. :king:

This is really great! I think this'll really help to solve the majority of the complaints with trade routes.

What I'm considering doing as well (since I'll probably want to keep using the unit buttons in the main interface), is to arrange and separate the trade routes in the Transport's trade route popup by commodity.

jaldaen
Oct 06, 2008, 01:16 PM
I would love to see a Manifest Destiny mod...

It would take place after you have won your independence and be similar to the Civ IV victory condition to control X (is it 65%? I forget) amount of landmass. It could be keyed to start after your victory by chosing "one more turn" or it can start you off as a fledgling nation. You would still have trade with Europe, etc., but you would have to deal with the other European colonies and natives. It would be interesting to see how it all plays out if the AI was also attempting to do the same thing. This would require more turns than normal, but it could be interesting and encourage larger colonies before declaring independence because if you kept small or "declared" early to keep the REF small, then the other nations might have an advantage in manpower to start with.

Thinker19930602
Oct 06, 2008, 09:10 PM
Is there a way to make the map round and have civilizations start from there mother land and explore out from there. for example England, a person can sail to Na or go to Africa or India or all three if he chooses. Make ships sail back to there mother land to sell goods. this may make the game very long but it would be realistic.

Add: India and Dutch Indies area

China may be cut off from the world but who says that we cant conquer them or at least try.

Russia may have controlled Alaska late but if you where to sail to alaska and by that time it would be late in the game so they can start with cities there but they wont be found till late in the game.

with Indians villages they can be captured and the player has to convert them or the settlement will revolt and take back control or maby if there is not enough culture then a army will appear in a spot as a revolting people that army can go anywhere and capture any settlement it wants.

A better Idea (and it would make a great mod), would be to make scenarios with different "natives and different locales around the world, like India, China, Africa, or (as someone mentioned earlier) Australia.

Dale
Oct 06, 2008, 09:44 PM
A better Idea (and it would make a great mod), would be to make scenarios with different "natives and different locales around the world, like India, China, Africa, or (as someone mentioned earlier) Australia.

Age of Discovery II already allows for this. Just need someone to create the native civs. :)

The Rusty Gamer
Oct 07, 2008, 09:38 PM
How about a mod where privateers can sneak into rival European docks and thereby steal their immigrants which they've been working so hard for with their crosses - and of course, they could do the same to us.

"A privateer has gang-pressed an elder statesman and an expert farmer off your home docks."

tour86rocker
Oct 08, 2008, 07:41 AM
Well that doesn't make sense...did press-ganging really take place on the carefully guarded shores of European ports? I thought that was something that happened mid-ocean.

Martock
Oct 08, 2008, 10:48 AM
I had suggested this in a thread I created the other day. Wish I had noticed this thread before I did that. :crazyeye:

I'm wondering if it would be possible to allow units that are fortified within a CITY (no where else) to slowly gain experience based upon the number of turns they have been within the city and based upon the level of fortifications the city has. I was thinking with a simple Stockade, 1 point for every 10 turns per individual unit. The fort would grant 2 points for every 15 turns per individual unit and the fortress, 3 points for every 20 turns per individual unit. It would at least make non vet. soldiers stand up better when fortified against King of X regulars.

Also, could a modder allow for the creation of forts outside a city, ala Civ 4? (no unit gaining xp here though...and if so, double time at that).

Polobo suggested a better way of implementing this and that was to have the fortifications also open up slots for "training" so, like education, you can place a unit into the fortification slot and after a few turns have it get XP (limited, you can only learn so much from training).

Öjevind Lång
Oct 08, 2008, 01:13 PM
I had suggested this in a thread I created the other day. Wish I had noticed this thread before I did that. :crazyeye:



Polobo suggested a better way of implementing this and that was to have

the fortifications also open up slots for "training" so, like education, you can place a unit into the fortification slot and after a few turns have it get XP (limited, you can only learn so much from training).

I think that's an excellent idea.

FrontLine72
Oct 08, 2008, 02:31 PM
Mod request: someone please finish this game. I think if the following issues were addressed it would make this game playable:

1) REF buildup calculation must use something besides or in addition to liberty bells. This is a game breaking issue.

2) The AI is awful when it comes to both defensive and offensive military. They won't attack when they should and can't effectively defend their cities.

3) Some sort of trade route interface that helps you track and control your wagons and ships and which trade routes they're assigned to.

4) Some kind of importance placed on diplomacy/interaction with the competing Eurpopeans civs other than the competition for land and founding fathers (e.g. European wars cause colonial wars as well, some sort of trade, etc.)

Unfortunately these seem like things that aren't typically addressed with mods (like AI) so I'm not filled with hope, but I've seen you smart modders do some pretty amazing things before.

The Rusty Gamer
Oct 08, 2008, 04:32 PM
Mod request: someone please finish this game. I think if the following issues were addressed it would make this game playable:

1) REF buildup calculation must use something besides or in addition to liberty bells. This is a game breaking issue.

It could at least be changed to political points instead. I've made suggestions for other calculations on another thread. See http://forums.civfanatics.com/showthread.php?t=294354

FrontLine72
Oct 09, 2008, 04:14 PM
It could at least be changed to political points instead. I've made suggestions for other calculations on another thread. See http://forums.civfanatics.com/showthread.php?t=294354

I think this would be a great start assuming that you could reduce the buildup rate somehow. I don't want to go back to being outnumbered 8:1 by the REF but would like way more of a challenge than I get using the liberty bell explosion tactic.

Selim Yavuz
Oct 10, 2008, 12:05 PM
Personally I would only like to see Russia and Portugal added. Adding Germany and Italy would be a-historical, and adding the whole World would not work, as only in the Western Hemisphere did Europeans colonize in large numbers, well Australia and South Africa to, but definitely not India, or the rest of Africa, not to mention Japan and China. This is just my opinion though.

GoodGame
Oct 16, 2008, 08:48 PM
"A New Nation Mod" sort of like the Manifest Destiny mod mentioned above, except nice if it loaded any completed Colonization2 game to start a new game. The main theme of the game would be to take your new nation to regional superpower status, dominating the hemisphere, dealing with relations (and consequences) with Europe, and other wise rising along some bar of international respect. Basically similar to Paradox's Victoria (though not as bad as that game).

Major game components:
Modernization (Research and development, implementing change, social upheals from change).

Power projection (building up the military, 'manifest destiny' / 'Monroe doctrine' type interaction with Europe, alliance formation---e.g. league of nation, possibility to fight wars in your hemisphere, and to mail off troops to fight in European wars (more abstractly) ).

Immigration / happiness / cultural / policies with natives(resettlement/assimilation I think it's may be a little unrealisitic that natives either become ghetto-ized or assimilated without further issues).

Government structure (civics) to include institutions and infrastructure building.

Many quests and events to offer challenging situations to make each game unique.


A bonus version could have quests based off of material that is tested on current US Citizenship tests. Kind of a study aid? :)

tour86rocker
Oct 17, 2008, 12:16 AM
Does anyone else wonder if we can expect a patch before the Mod contest ends? The December deadline is concerning.

OctopusOverload
Oct 17, 2008, 02:39 AM
RFM: Huger Than Huge Map-Mod

Reality isn't fair, but games should be! When I play, I feel I'm getting rushed to pieces. When I get my second colony up, the other europeans have swamped the map with cities. I feel there just isnt enough space to go around. That why I want a bigger map. Ive seen some map-scripts for Civ4 make larger than huge maps, so this should be doable.

theJesuit
Oct 19, 2008, 07:03 PM
>> A far future mod that dealt with the colonisation of Mars.

Wouldn't have to be far future - say 2040's on.

How to make it feel like a 3d planet though would be the biggest issue!
'Europe' tiles useful for spacecraft heading to Earth - changing times based on type of craft and certain months of a Martian year and distance from Earth.

'Kings' would be nation states or multi-corporates intent on setting Mars up for profit.

Natives though? Martians?